#version 130 uniform mat4 ModelViewProjectionMatrix; uniform mat4 TransposeInverseModelView; in vec3 Position; in vec3 Normal; in vec2 Texcoord; in vec4 Color; out vec2 uv; noperspective out vec3 normal; void main() { normal = (TransposeInverseModelView * vec4(Normal, 0)).xyz; uv = Texcoord; gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); }