LC_VERTEX_INPUT vec3 VertexPosition; LC_VERTEX_INPUT vec3 VertexNormal; LC_VERTEX_INPUT vec2 VertexTexCoord; LC_VERTEX_OUTPUT vec3 PixelPosition; LC_VERTEX_OUTPUT vec3 PixelNormal; LC_VERTEX_OUTPUT vec2 PixelTexCoord; uniform mat4 WorldViewProjectionMatrix; uniform mat4 WorldMatrix; void main() { PixelPosition = (WorldMatrix * vec4(VertexPosition, 1.0)).xyz; PixelNormal = (WorldMatrix * vec4(VertexNormal, 0.0)).xyz; gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0); PixelTexCoord = VertexTexCoord; }