#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
vec4 FragPosLightSpace;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 lightSpaceMatrix;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
vs_out.FragPos = vec3(model * vec4(position, 1.0));
vs_out.Normal = transpose(inverse(mat3(model))) * normal;
vs_out.TexCoords = texCoords;
vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
}
HI