in vec3 vPosition;
in vec4 vColor;
in vec3 vNormal;
+in vec2 vTexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 normal;
out vec3 fragPos;
out vec3 normalEye;
+out vec2 texCoord;
void main() {
vec4 pos = model * vec4(vPosition, 1.f);
gl_Position = projection * view * pos;
fragPos = vec3(pos);
color = vColor;
- normal = vNormal;
+ normal = mat3(transpose(inverse(model))) * vNormal;
normalEye = vec3(view * vec4(normal, 0.0));
+ texCoord = vTexCoord;
}