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