#version 150 in vec3 in_position ; in vec3 in_normal ; in vec2 in_texMapping ; uniform mat4 pMat ; uniform mat4 mvMat ; uniform vec3 light ; out vec3 trueNormal ; out vec2 texCoord ; out float intensity ; out vec4 location ; out vec3 light2 ; out vec2 texMapping ; out mat3 normalMat ; // (-4.330127,5.0,7.4999995) void main() { light2 = light ; //multMat(mvMat * vec4(light,1)).xyz ; location = mvMat * vec4(in_position, 1.0) ; gl_Position = pMat * location; texCoord = vec2(in_position) * vec2(0.5) + vec2(0.5); texMapping = in_texMapping ; trueNormal = inverse(transpose(mat3(mvMat))) * (-in_normal) ; }