#version 130 uniform mat4 ModelViewProjectionMatrix; uniform mat4 TransposeInverseModelView; in vec3 Position; in vec3 Normal; noperspective out vec3 nor; void main(void) { gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz; }