#version 330 core layout (location = 0) in vec3 vertexPosition_modelspace; layout (location = 1) in vec3 normal; layout (location = 2) in vec3 texCoord; out vec3 fragVertex; out vec3 fragNormal; out vec2 fragUV; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { fragNormal = normal; fragVertex = vertexPosition_modelspace; fragUV = texCoord.st; gl_Position = projection * view * model * vec4(vertexPosition_modelspace, 1); }