#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; layout (location = 2) in vec3 texCoord; out vec3 Normal; out vec3 FragPos; // out vec4 FragPosLightSpace; uniform mat4 model; uniform mat4 view; uniform mat4 proj; // uniform mat4 lightSpaceMatrix; void main() { gl_Position = proj * view * model * vec4(position, 1.0); FragPos = vec3(model * vec4(position, 1.0)); // FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); Normal = mat3(model) * normal; }