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 fragmentPosition;
8 out vec3 fragmentNormal;
9 out float fragmentTextureIndex;
10 out vec2 fragmentTextureCoords;
11 out vec3 fragmentColor;
18 vec4 worldSpace = model * vec4(vertexPosition, 1.0);
19 gl_Position = VP * worldSpace;
21 fragmentPosition = worldSpace.xyz;
22 fragmentNormal = vertexNormal;
23 fragmentTextureIndex = vertexTextureIndex;
24 fragmentTextureCoords = vertexTextureCoords;
25 fragmentColor = vertexColor;