#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in vec3 aNormal; layout (location = 3) in vec2 aTexCoord; out vec3 ourColor; out vec2 texCoord; out vec3 normal; out vec3 fragPos; uniform mat4 translation; uniform mat4 model; uniform vec3 lightPos; uniform vec3 lightColor; void main() { gl_Position = translation * vec4(aPos, 1.0); fragPos = vec3(model * vec4(aPos, 1.0)); ourColor = aColor; texCoord = aTexCoord; normal = aNormal; }