#version 330 core layout (location = 0) in vec3 aPosition; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec3 aColor; out vec3 FragPosition; out vec3 Normal; out vec3 Color; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { FragPosition = vec3(model * vec4(aPosition, 1.0)); Normal = mat3(transpose(inverse(model))) * aNormal; Color = aColor; gl_Position = projection * view * vec4(FragPosition, 1.0); }