#version 330 core layout (location = 0) in vec3 pos; layout (location = 1) in vec3 normal; out vec3 FragPos; out vec3 LocalPos; out vec3 Normal; uniform mat4 model; uniform mat4 lightView; uniform mat4 projection; void main() { gl_Position = projection * lightView * model * vec4(pos, 1.0); // pass fragment position in world coordinates FragPos = vec3(model * vec4(pos, 1)); LocalPos = pos; Normal = normal; }