3 in vec3 unscaledNormal;
8 uniform mat4 projection;
13 out vec3 lightPos, viewPos, worldPos;
16 texCoords = vTexCoord;
18 worldPos = vec3(model * vec4(pos, 1.f));
20 normal = mat3(transpose(inverse(model))) * unscaledNormal;
22 gl_Position = projection * view * model * vec4(pos, 1.f);