#version 140 // created by Thorsten Thormaehlen for educational purpose in vec3 inputPosition; in vec2 inputTexCoord; in vec3 inputNormal; uniform mat4 projection, modelview, normalMat; out vec3 normalInterp; out vec3 vertPos; void main(){ gl_Position = projection * modelview * vec4(inputPosition, 1.0); vec4 vertPos4 = modelview * vec4(inputPosition, 1.0); vertPos = vec3(vertPos4) / vertPos4.w; normalInterp = vec3(normalMat * vec4(inputNormal, 0.0)); }