#version 330 core layout (location = 0) in vec3 aPos; // layout (location = 1) in vec3 aNormal; //layout (location = 1) in vec3 aColor; uniform mat4 model; // uniform mat4 view; uniform mat4 projection; // uniform vec3 lightPos; out vec3 FragPos; // out vec3 Normal; // out vec3 LightPos; void main() { // * view * model gl_Position = projection * model * vec4(aPos, 1.0); FragPos = vec3(vec4(aPos, 1.0)); // Normal = mat3(transpose(inverse(view * model))) * aNormal; // LightPos = vec3(view * vec4(lightPos, 1.0)); }