#version 330 core // --- INPUTS --- layout(location = 0) in vec3 aPosition; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aTexCoord; // --- OUTPUTS --- out vec3 FragPos; out vec3 Normal; out vec2 TexCoord; // --- UNIFORMS --- uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main(void) { // 1. Calculate World Position FragPos = vec3(model * vec4(aPosition, 1.0)); // 2. Calculate Normal Normal = mat3(transpose(inverse(model))) * aNormal; // 3. Pass Texture Coordinates TexCoord = aTexCoord; // 4. Calculate Final Position gl_Position = projection * view * vec4(FragPos, 1.0); }