#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; out vec3 vPos; out vec3 vNormal; out vec2 vTexCoords; uniform mat4 model; uniform mat3 normalMatrix; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); vPos = vec3(model * vec4(aPos, 1.0)); vNormal = normalMatrix * aNormal; }