#version 330 core in vec3 io_pos; in vec3 io_norm; in vec2 io_tex; in vec3 io_fnorm; uniform mat4 u_projection; uniform mat4 u_view; uniform mat4 u_model; out vec3 wnormal; void main() { gl_Position = u_projection * u_view * u_model * vec4(io_pos, 1); wnormal = normalize(mat3(u_model) * io_norm); }