#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; 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(position, 1.0); FragPos = vec3(model * vec4(position, 1.0)); Normal = normal; LightPos = lightPos; }