#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aUV; layout (location = 2) in vec3 aNormal; out vec2 oUV; out vec3 oNormal; out vec3 oFragPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform mat3 normal; void main() { oUV = aUV; oNormal = normal * aNormal; gl_Position = projection * view * model * vec4(aPos, 1.0); oFragPos = vec3(model * vec4(aPos, 1.0)); }