#version 330 core include(`meshIn.glsl') layout(location = 6) in mat4 model; include(`materialInterface.glsl') uniform mat4 viewProjection; void main() { vec4 worldPos = model * vec4(position, 1.0); FragPos = worldPos.xyz; TexCoords = texCoord; Normal = (model * vec4(normal, 0.0)).xyz; Colour = colour; Material = material; gl_Position = viewProjection * worldPos; }