#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); }