#version 330 core layout (location = 0) in vec3 v_position; layout (location = 1) in vec3 v_normal; layout (location = 2) in vec3 v_color; out vec4 fragColor; out vec3 fragPos; out vec3 fragNormal; uniform mat4 projview; uniform mat4 model; void main(){ // gl_Position = vec4(v_position, 1) * projview; fragPos = vec3(model * vec4(v_position, 1.0)); gl_Position = projview * vec4(fragPos, 1.0); fragNormal = mat3(transpose(inverse(model))) * v_normal; fragColor = vec4(v_color, 1); }