#version 330 layout (location = 0) in vec3 pos; layout (location = 1) in vec2 tex; layout (location = 2) in vec3 norm; out vec4 vertex_color; out vec2 texture_coord; out vec3 normal; uniform mat4 projection; uniform mat4 model; uniform mat4 view; void main() { gl_Position = projection * view * model * vec4(pos, 1.0); vertex_color = vec4(clamp(pos, 0.0f, 1.0f), 1.0f); texture_coord = tex; normal = mat3(transpose(inverse(model))) * norm; }