8 out vec3 surfaceNormal;
13 uniform mat4 transformationMatrix;
14 uniform mat4 projectionMatrix;
15 uniform mat4 viewMatrix;
19 vec3 lightpos = vec3(0.0,10.0,0.0);
20 vec4 worldpos = transformationMatrix*vec4(position, 1.0);
22 gl_Position = projectionMatrix*viewMatrix*worldpos;
25 surfaceNormal = (transformationMatrix*vec4(normals,0.0)).xyz;
26 toLight = lightpos - worldpos.xyz;
28 toCam = (inverse(viewMatrix)*vec4(0.0,0.0,0.0,1.0)).xyz - worldpos.xyz;