#version 330 core layout(location = 0) in vec3 position; // Position of the vertex layout(location = 1) in vec3 normal; // Normal of the vertex layout(location = 2) in vec3 force; uniform mat4 proj; uniform mat4 view; uniform mat4 model; uniform mat3 inverseTransposeModel; out vec4 normal_worldSpace; out vec4 position_worldSpace; out vec4 force_worldSpace; void main() { normal_worldSpace = vec4(normalize(inverseTransposeModel * normal), 0); position_worldSpace = vec4(position, 1.0); force_worldSpace = vec4(force, 1.0); // force_worldSpace = vec4(1.0, 0.0, 0.0, 1.0); gl_Position = proj * view * model * vec4(position, 1.0); }