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