#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec3 aTexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 vNormal; out vec3 vTexCoord; out vec3 FragPos; void main() { vTexCoord = aTexCoord; vNormal = mat3(transpose(inverse(model))) * aNormal; FragPos = vec3(model*vec4(aPos, 1.0)); gl_Position = projection * view * model * vec4(aPos, 1.0); }