#version 330 core layout(location = 0) in vec3 pos; layout(location = 1) in vec2 texCoords; layout(location = 2) in vec3 normals; layout(location = 3) in vec3 tangent; uniform mat4 model; uniform mat4 view; uniform mat4 proj; out vec3 fragPos; out vec2 texCoord; out vec3 normal; out vec3 tang; out mat3 tbn; void main() { vec4 world = model * vec4(pos, 1.0); fragPos = world.xyz; texCoord = texCoords; mat3 normalMat = transpose(inverse(mat3(model))); vec3 t = normalize(normalMat * tangent); vec3 n = normalize(normalMat * normals); normal = n; vec3 b = cross(n, t); tbn = mat3(t, b, n); gl_Position = proj * view * world; }