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