#version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; in vec4 vertexTangent; out vec3 worldPosition; out vec3 worldNormal; out vec4 worldTangent; out vec2 texCoord; uniform mat4 modelMatrix; uniform mat3 modelNormalMatrix; uniform mat4 mvp; void main() { // Scale texture coordinates for for fragment shader texCoord = vertexTexCoord; // Transform position, normal, and tangent to world coords worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); worldNormal = normalize(modelNormalMatrix * vertexNormal); worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0))); worldTangent.w = vertexTangent.w; // Calculate animated vertex positions float sinPos = (vertexPosition.z)+(vertexPosition.x); float sinPos2 = (vertexPosition.y/2)+(vertexPosition.z); vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4(vertexPosition, 1.0); }