#version 410 core layout(location=0) in vec3 pos; layout(location=1) in vec3 v_normal; uniform mat4 model; uniform mat4 view; uniform mat4 perspective; out vec3 normal; out vec3 frag_pos; void main() { gl_Position = perspective*view*model*vec4(pos, 1.0); normal = v_normal; frag_pos = vec3(model*vec4(pos, 1.0)); };