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# 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;
}
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