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