#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; layout (location = 2) in vec2 texCoord; out vec2 in_texture_coordinate; out vec3 in_normal; out vec3 in_fragment_position; uniform mat4 model; uniform mat3 normal_mat; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position.xyz, 1.0); in_texture_coordinate = texCoord; in_normal = mat3(view) * normal_mat * normal; in_fragment_position = vec3(view * model * vec4(position.xyz, 1.0)); }