#version 150 uniform mat4 projection; uniform mat4 camera; uniform mat4 transform; in vec3 vert; in vec2 vertTexCoord; in vec3 vertNormal; out vec3 fragVert; out vec2 fragTexCoord; out vec3 fragNormal; void main() { // Pass some variables to the fragment shader fragTexCoord = vertTexCoord; fragNormal = vertNormal; fragVert = vert; // Apply all matrix transformations to vert gl_Position = projection * camera * transform * vec4(vert, 1); }