#version 330 core layout(location = 0) in vec3 position; layout(location = 1) in vec3 normal; layout(location = 2) in vec2 texCoords; out vec3 FragPos; out vec3 Normal; out vec2 TexCoords; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { TexCoords = texCoords; // Pass texture coordinates to fragment shader FragPos = vec3(model * vec4(position, 1.0)); Normal = mat3(transpose(inverse(model))) * normal; gl_Position = projection * view * vec4(FragPos, 1.0); }