#version 100 // Input vertex attributes attribute vec3 vertexPosition; // Input uniform values uniform mat4 matProjection; uniform mat4 matView; // Output vertex attributes (to fragment shader) varying vec3 fragPosition; void main() { // Calculate fragment position based on model transformations fragPosition = vertexPosition; // Calculate final vertex position gl_Position = matProjection*matView*vec4(vertexPosition, 1.0); }