#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 Color; // Output color to the fragment shader out vec2 TexCoord; // Output texture coordinate to the fragment shader uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices Color = normal * 0.5 + 0.5; // Simple coloring based on normal TexCoord = texCoord; // Pass through the texture coordinate }