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));
16 mat3 normalMatrix = transpose(inverse(mat3(model)));
17 Normal = normalMatrix * aNormal;
19 gl_Position = projection * view * model * vec4(aPos, 1.0);