#version 330 core layout(location = 0) in vec3 position; // Vertex position layout(location = 1) in vec3 normal; // Vertex normal layout(location = 2) in vec2 texCoord; // Vertex texture coordinate out vec3 Normal; out vec3 FragPos; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices FragPos = vec3(model * vec4(position, 1.0)); Normal = mat3(transpose(inverse(model))) * normal; TexCoord = texCoord; }