#version 330 core in vec3 position; in vec3 normal; out vec3 o_normal; out vec3 o_frag_pos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position, 1.0); o_normal = normal; o_frag_pos = vec3(model * vec4(position, 1.0)); }