3 layout (location = 0) in vec3 pos;
\r
4 layout (location = 1) in vec3 normal;
\r
5 layout (location = 2) in vec2 uv;
\r
13 uniform mat4 projection;
\r
18 gl_Position = projection * view * model * vec4(pos, 1.0);
\r
19 FragPos = vec3(model * vec4(pos, 1.0));
\r