#version 330 core layout (location = 0) in vec3 a_xyz; layout (location = 1) in vec2 a_uv; layout (location = 2) in vec3 a_normal; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 normal; out vec3 frag_position; void main() { vec4 a_xyz_vec4 = vec4(a_xyz, 1); frag_position = (model * a_xyz_vec4).xyz; normal = mat3(transpose(inverse(model))) * a_normal; gl_Position = projection * view * model * a_xyz_vec4; }