#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 texCoords; layout(location = 2) in vec3 aNormals; out vec3 FragPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec2 TexC; out vec3 Normal; void main() { FragPos = vec3(model * vec4(aPos,1.0)); Normal = mat3(transpose(inverse(model))) * aNormals; TexC = vec2(texCoords.x,texCoords.y); gl_Position = projection * view * vec4(FragPos,1.0); }