#version 330 core layout(location = 0) in vec3 apos; layout(location = 1) in vec3 anormal; out vec3 pos; out vec3 normal; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main(void) { pos = vec3(model*vec4(apos, 1.0)); normal = mat3(transpose(inverse(model)))*anormal; gl_Position = projection*view*model*vec4(apos, 1.0); }