#version 330 core include(`meshIn.glsl') out vec3 FragPos; out vec2 TexCoords; out vec3 Normal; out vec4 Colour; uniform mat4 viewProjection; uniform mat4 model; void main() { vec4 worldPos = model * vec4(position, 1.0); FragPos = worldPos.xyz; TexCoords = texCoord; Normal = (model * vec4(normal, 0.0)).xyz; Colour = colour; gl_Position = viewProjection * worldPos; }