#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; uniform mat4x4 _Model; uniform mat4x4 _View; uniform mat4x4 _Projection; out vec3 Normal; out vec3 FragPos; void main() { vec4 pos = vec4(aPos, 1.0); mat4x4 mvp = _Projection * _View * _Model; gl_Position = mvp * pos; FragPos = vec3(_Model * pos); // Convert the normal from model to world space mat3 normalMatrix = mat3(mvp); normalMatrix = inverse(normalMatrix); normalMatrix = transpose(normalMatrix); Normal = normalize(normalMatrix * aNormal); //Normal = normalize(_Model * aNormal); }