#version 330 core layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; uniform mat4 uModel; uniform mat4 uView; uniform mat4 uProjection; out vec3 normal; out vec3 fragPosWorld; void main() { fragPosWorld = vec3(uModel * vec4(inPos, 1.0)); normal = vec3(uModel * vec4(inNormal, 0.0)); gl_Position = uProjection * uView * uModel * vec4(inPos, 1.0f); }