#version 330 in vec4 inCoord; in vec3 inNormal; in vec2 inUV; in vec4 inColor; uniform mat4 uModelMatrix; uniform mat4 uViewMatrix; uniform mat4 uProjectionMatrix; smooth out vec4 ioFragColor; out vec3 ioNormal; out vec2 ioUV; void main() { ioFragColor = inColor; ioNormal = inNormal; ioUV = inUV; gl_Position = (uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord); }