#version 410 uniform mat4 model, view, proj; layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec2 vt; layout(location = 2) in vec3 vertex_normal; out vec2 texture_coordinates; out vec3 position_eye, normal_eye, light_position_eye; // fixed point light position vec3 light_position_world = vec3(0.0, 0.0, 2.0); void main() { position_eye = vec3(view * model * vec4(vertex_position, 1.0)); normal_eye = vec3(view * model * vec4 (vertex_normal, 0.0)); texture_coordinates = vt; light_position_eye = vec3(view * vec4(light_position_world, 1.0)); gl_Position = proj * vec4(position_eye, 1.0); }