#version 330 core layout(location = 0) in vec3 apos; layout(location = 1) in vec3 anormal; layout(location = 2) in vec2 atex_coords; out VS_OUT { vec3 frag_pos; vec3 normal; vec2 tex_coords; } vs_out; uniform mat4 proj; uniform mat4 view; uniform mat4 model; uniform bool reverse_normals; void main(void) { vs_out.frag_pos = vec3(model*vec4(apos, 1.0)); if (reverse_normals) vs_out.normal = mat3(transpose(inverse(model)))*(-1.0*anormal); else vs_out.normal = mat3(transpose(inverse(model)))*anormal; vs_out.tex_coords = atex_coords; gl_Position = proj*view*vec4(vs_out.frag_pos, 1.0); }