#version 330 in vec3 position; in vec2 textureCoordinates; in vec3 normal; out vec2 pass_textureCoordinates; uniform mat4 transformationMatrix; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; void main(void){ vec4 worldPosition = transformationMatrix * vec4(position,1.0); vec4 positionRelativeToCam = viewMatrix * worldPosition; gl_Position = projectionMatrix * positionRelativeToCam; pass_textureCoordinates = textureCoordinates; }