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