#version 330 core layout (location = 0) in vec3 pos; layout (location = 1) in vec3 color; layout (location = 2) in vec2 texture_coords; layout (location = 3) in vec3 normal; out vec3 in_frag_color; out vec3 in_frag_pos; out vec2 in_texture_coords; out vec3 in_normal; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(pos, 1.0); in_frag_color = color; in_frag_pos = vec3(model * vec4(pos, 1.0)); in_texture_coords = texture_coords; // TODO: Do this using CPU for performance increase in_normal = mat3(transpose(inverse(model))) * normal; }