#version 450 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNorm; layout(location = 0) out vec3 normal; layout(std140, binding = 0) uniform Matrices { mat4 projection; mat4 view; }; layout(location = 1) uniform mat4 model; void main() { gl_Position = projection * view * model * vec4(aPos.xyz, 1.0); normal = aNorm; }