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