#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTex; layout(location = 3) in mat4 modl; out vec3 normal; out vec2 texCoord; out vec3 FragPos; uniform mat4 view; uniform mat4 proj; void main() { FragPos = vec3(modl * vec4(aPos, 1.0)); normal = aNormal; texCoord = aTex; gl_Position = proj* view * modl * vec4(aPos,1.0f); }