#version 460 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; out vec2 TexCoords; out vec3 WorldPos; out vec3 Normal; uniform mat4 projection; uniform mat4 view; uniform mat4 model; uniform mat3 normalMatrix; void main() { TexCoords = aTexCoords; WorldPos = vec3(model * vec4(aPos, 1.0)); Normal = normalMatrix * aNormal; gl_Position = projection * view * vec4(WorldPos, 1.0); }