#version 140 in vec4 position; // This will be the position of the vertex in model-space in vec3 normal; // The usual matrices are provided uniform mat4 cameraToClipMatrix; uniform mat4 worldToCameraMatrix; uniform mat4 modelToWorldMatrix; // This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach // but we use it in this example framework because not all surface extractor generate surface normals. out vec4 worldPosition; out vec3 worldNormal; void main() { // Standard sequence of OpenGL transformations. worldPosition = modelToWorldMatrix * position; vec4 cameraPosition = worldToCameraMatrix * worldPosition; worldNormal = normal; gl_Position = cameraToClipMatrix * cameraPosition; }