#version 330 core layout (location = 0) in vec3 pos; layout (location = 1) in vec3 normal; uniform mat4 view; uniform mat4 projection; uniform mat4 translation; uniform mat4 rotation; out vec4 frag_pos; out vec4 frag_normal; void main() { gl_Position = projection * view * translation * rotation * vec4(pos.xyz, 1.0); frag_pos = gl_Position; frag_normal = translation * vec4(normal.xyz, 1.0); }