#version 410 core layout (location = 0) in vec3 in_position; layout (location = 1) in vec3 in_normal; layout (location = 2) in vec2 in_tex; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 position; out vec3 normal; out vec2 tex; void main() { gl_Position = projection * view * model * vec4(in_position, 1.0); position = in_position; //normal = vec3(model * vec4(in_normal, 1.0f)); normal = in_normal; tex = in_tex; }