#version 330 core // Vertex Shader for Ocean Rendering // Input vertex attributes (from VBOs) layout (location = 0) in vec3 aPos; // Vertex position (from Ocean::vertices VBO) layout (location = 1) in vec3 aNormal; // Vertex normal (from Ocean::normals VBO) layout (location = 2) in vec2 aTexCoord; // Texture coordinates (from Ocean::texCoords VBO) // Output to Fragment Shader out vec2 TexCoord; out vec3 FragPosWorld; // Fragment position in world space out vec3 NormalWorld; // Normal vector in world space out vec3 NormalInterp; // **OUT variable declaration - crucial!** // Uniforms (matrices, light parameters, etc.) uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform mat3 normalMatrix; // Normal matrix for correct normal transformation void main() { // 1. Transform vertex position to clip space gl_Position = projection * view * vec4(aPos, 1.0); // 2. Pass texture coordinates to fragment shader TexCoord = aTexCoord; // 3. Calculate fragment position in world space FragPosWorld = vec3(model * vec4(aPos, 1.0)); // 4. Transform normal vector to world space using the Normal Matrix NormalWorld = normalize(normalMatrix * aNormal); }