#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; // declare an interface block; see 'Advanced GLSL' for what these are. out VS_OUT { vec3 FragPos; vec3 Normal; vec2 TexCoords; } vs_out; uniform mat4 projection; uniform mat4 view; void main() { vs_out.FragPos = aPos; vs_out.Normal = aNormal; vs_out.TexCoords = aTexCoords; gl_Position = projection * view * vec4(aPos, 1.0); }