#version 150 core in vec4 inCoord; in vec3 inNormal; in vec2 inUV; in vec4 inColor; uniform mat4 uModelMatrix; uniform mat4 uViewMatrix; uniform mat4 uProjectionMatrix; uniform mat4 uLightSpaceMatrix; uniform mat3 uNormalMatrix; uniform vec3 uLightDirection; uniform vec3 uViewPosition; out vec3 ioFragPosition; out vec3 ioFragNormal; out vec2 ioFragTexCoords; smooth out vec4 ioFragColor; out vec4 ioFragPosLightSpace; void main() { mat4 model_view_matrix = uViewMatrix * uModelMatrix; ioFragPosition = (model_view_matrix* inCoord).xyz; ioFragNormal = transpose(inverse(mat3(model_view_matrix))) * inNormal; ioFragTexCoords = inUV; ioFragColor = inColor; ioFragPosLightSpace = uLightSpaceMatrix * uModelMatrix * inCoord; gl_Position = uProjectionMatrix * model_view_matrix * inCoord; }