#version 460 layout (location = 0) in vec3 pos; layout (location = 1) in vec2 texCoord; layout (location = 2) in vec3 aNormal; uniform mat4 mv_matrix; uniform mat4 proj_matrix; out vec3 normal; out vec2 tc; out vec3 vert_pos; void main() { //vec4 worldPos = modelMatrix * vec4(pos, 1.0); vec4 viewPos = mv_matrix * vec4(pos, 1.0); tc = texCoord; vert_pos = pos; //normal = normalize(mat3(norm_matrix) * aNormal); gl_Position = proj_matrix * viewPos; }