1 layout(location = 0) in vec3 vertexPosition;
2 layout(location = 1) in vec3 vertexNormal;
3 layout(location = 2) in float vertexTextureIndex;
4 layout(location = 3) in vec2 vertexTextureCoords;
5 layout(location = 4) in vec3 vertexColor;
7 out vec3 fragmentNormal;
8 out float fragmentTextureIndex;
9 out vec2 fragmentTextureCoords;
10 out vec3 fragmentColor;
16 gl_Position = MVP * vec4(vertexPosition, 1.0);
18 fragmentNormal = vertexNormal;
19 fragmentTextureIndex = vertexTextureIndex;
20 fragmentTextureCoords = vertexTextureCoords;
21 fragmentColor = vertexColor;