#version 330 core layout (location = 0) in vec3 a_xyz; layout (location = 1) in vec2 a_uv; layout (location = 2) in vec3 a_normal; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform vec3 light_pos; out vec3 normal_cameraspace; out vec3 light_direction_cameraspace; out vec3 eye_direction_cameraspace; out vec3 position_worldspace; void main() { vec3 vertex_cameraspace = (view * model * vec4(a_xyz, 1)).xyz; vec3 light_pos_cameraspace = (view * vec4(light_pos, 1)).xyz; normal_cameraspace = (transpose(inverse(view * model)) * vec4(a_normal, 0)).xyz; light_direction_cameraspace = light_pos_cameraspace + eye_direction_cameraspace; eye_direction_cameraspace = vec3(0, 0, 0) - vertex_cameraspace; position_worldspace = (model * vec4(a_xyz, 1)).xyz; gl_Position = projection * view * model * vec4(a_xyz, 1); }