#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; layout (location = 2) in vec2 tex_coords; out VS_OUT { vec3 position; vec3 normal; vec2 tex_coords; } vs_out; uniform mat4 projection; uniform mat4 view; uniform mat4 model; void main() { vs_out.position = vec3(model * vec4(position, 1.0)); mat3 normal_matrix = transpose(inverse(mat3(model))); vs_out.normal = normalize(normal_matrix * normal); vs_out.tex_coords = tex_coords; gl_Position = projection * view * model * vec4(position, 1.0); }