#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aTexCoords; out vec2 TexCoords; out vec3 FragPos; out vec3 Normal; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { TexCoords = aTexCoords; FragPos = vec3(model * vec4(aPos, 1.0)); Normal = mat3(transpose(inverse(model))) * aNormal; gl_Position = projection * view * model * vec4(aPos, 1.0); }