#version 330
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 normal;
out vec4 pos_model;
out vec3 vec_normal;
uniform mat4 proj, model, view;
void main() {
pos_model = model * vec4(pos, 1);
vec_normal = normalize(transpose(inverse(model)) * vec4(normal, 0)).xyz;
gl_Position = proj * view * pos_model;
}