#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; }