#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aUV; layout(location = 2) in vec3 aNormal; uniform mat4 model; uniform mat4 view; uniform mat4 proj; out vec2 vUV; out vec3 vNormalView; void main() { vUV = aUV; vec4 viewPos = view * model * vec4(aPos, 1.0); vNormalView = mat3(transpose(inverse(view * model))) * aNormal; gl_Position = proj * viewPos; }