--- /dev/null
+#version 330
+
+in vec3 pos;
+in vec3 unscaledNormal;
+
+out vec3 fragPos;
+out vec3 normal;
+
+uniform mat4 model, view, projection;
+
+void main() {
+ normal = mat3(inverse(transpose(model))) * unscaledNormal;
+ fragPos = vec3(model * vec4(pos, 1));
+ gl_Position = projection * view * vec4(fragPos, 1);
+}