#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 Normal; out vec3 FragPos; out vec2 TexCoords; void main() { FragPos = vec3(model * vec4(aPos, 1.f)); Normal = mat3(transpose(inverse(model))) * aNormal; TexCoords = aTexCoords; gl_Position = projection * view * model * vec4(aPos, 1.0f); // see how we directly give a vec3 to vec4's constructor }