#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aUV; out vec3 vNormal; out vec3 vWorldPos; out vec2 vUV; uniform mat4 uMVP; void main() { vNormal = aNormal; vWorldPos = aPos; vUV = aUV; gl_Position = uMVP * vec4(aPos, 1.0); }