#version 330 // Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; //in vec4 vertexColor; // Not required in mat4 instanceTransform; // Input uniform values uniform mat4 mvp; uniform mat4 matNormal; // Output vertex attributes (to fragment shader) out vec3 fragPosition; out vec2 fragTexCoord; out vec4 fragColor; out vec3 fragNormal; // NOTE: Add here your custom variables void main() { // Compute MVP for current instance mat4 mvpi = mvp*instanceTransform; // Send vertex attributes to fragment shader fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; //fragColor = vertexColor; fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); // Calculate final vertex position gl_Position = mvpi*vec4(vertexPosition, 1.0); }