# version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; uniform mat4 model, view, proj; uniform mat4 rotNormals; out vec3 FragPos; out vec3 Normal; out vec2 TexCoords; void main() { gl_Position = proj * view * model * vec4(aPos, 1.0f); FragPos = vec3(model * vec4(aPos, 1.0)); Normal = vec3(rotNormals * vec4(aNormal, 1.0)); TexCoords = aTexCoords; }