#version 330 core layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inTexCoords; out vec2 TexCoords; out vec3 FragPos; out vec3 Normal; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { FragPos = vec3(model * vec4(inPos ,1.0f)); Normal = mat3(transpose(inverse(model))) * inNormal; gl_Position = projection * view * vec4(FragPos,1.0); TexCoords = inTexCoords; }