layout(location = 0) in vec3 vertexPosition;
-layout(location = 1) in float vertexTextureIndex;
-layout(location = 2) in vec2 vertexTextureCoords;
-layout(location = 3) in vec3 vertexColor;
+layout(location = 1) in vec3 vertexNormal;
+layout(location = 2) in float vertexTextureIndex;
+layout(location = 3) in vec2 vertexTextureCoords;
+layout(location = 4) in vec3 vertexColor;
+out vec3 fragmentNormal;
out float fragmentTextureIndex;
out vec2 fragmentTextureCoords;
out vec3 fragmentColor;
{
gl_Position = MVP * vec4(vertexPosition, 1.0);
+ fragmentNormal = vertexNormal;
fragmentTextureIndex = vertexTextureIndex;
fragmentTextureCoords = vertexTextureCoords;
fragmentColor = vertexColor;