#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal_; layout (location = 2) in vec2 uv_; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 pos; out vec3 normal; out vec2 uv; void main() { gl_Position = projection * view * model * vec4(position, 1.0); pos = vec3(gl_Position); normal = normal_; uv = uv_; }