2 layout (location = 0) in vec3 aPos;
3 layout (location = 1) in vec3 aNormal;
10 uniform mat4 projection;
14 FragPos = vec3(model * vec4(aPos, 1.0));
15 Normal = mat3(transpose(inverse(model))) * aNormal;
17 gl_Position = projection * view * model * vec4(aPos, 1.0);