// (c) 2020 Vlad-Stefan Harbuz uniform mat4 model_matrix; uniform mat3 model_normal_matrix; layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; layout (location = 2) in vec2 tex_coords; out BLOCK { vec3 normal; } vs_out; void main() { gl_Position = projection * view * model_matrix * vec4(position, 1.0); vs_out.normal = normalize(model_normal_matrix * normal); }