#version 400 layout (location = 0) in vec3 position; layout (location = 1) in vec2 uv; layout (location = 2) in vec3 normal; out vec3 Position; out vec2 TexCoord; out vec3 Normal; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { Position = vec3(model * vec4(position, 1.0)); Normal = mat3(transpose(inverse(model))) * normal; TexCoord = uv; gl_Position = projection * view * vec4(Position, 1.0); }