#version 330 core layout (location = 0) in vec3 pos; layout (location = 1) in vec3 normal; layout (location = 2) in vec2 uv; out vec3 Normal; out vec3 FragPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { FragPos = vec3(model * vec4(pos, 1.0)); gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0); Normal = normal; }