#version 330 // Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec2 vertexTexCoord2; in vec4 vertexColor; // Input uniform values uniform mat4 mvp; uniform mat4 matModel; // Output vertex attributes (to fragment shader) out vec3 fragPosition; out vec2 fragTexCoord; out vec2 fragTexCoord2; out vec4 fragColor; void main() { // Send vertex attributes to fragment shader fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; fragTexCoord2 = vertexTexCoord2; fragColor = vertexColor; // Calculate final vertex position gl_Position = mvp*vec4(vertexPosition, 1.0); }