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