#version 140 in vec3 vertexPosition; in vec3 normalDirection; in vec4 vertexColor; uniform mat4 viewMatrix; out vec3 surfaceNormal; out vec3 toLightVector; out vec4 color; void main() { vec3 lightPosition = vec3(200.0, 200.0, 200.0); gl_Position = viewMatrix * vec4(vertexPosition, 1.0); surfaceNormal = normalDirection; toLightVector = lightPosition - vertexPosition; color = vertexColor; }