#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; out vec3 FragPos; // Position of the fragment in world space out vec3 Normal; // Normal of the fragment in world space uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { FragPos = vec3(model * vec4(aPos, 1.0)); Normal = mat3(transpose(inverse(model))) * aNormal; // Transform normals properly gl_Position = projection * view * vec4(FragPos, 1.0); }