#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; layout (location = 2) in vec3 aNormal; layout (location = 3) in vec3 aTangent; layout (location = 4) in vec3 aBitangent; out vec2 TexCoord; out vec3 FragPos; out vec3 Normal; out vec3 Tangent; out vec3 Bitangent; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { TexCoord = aTexCoord; FragPos = vec3(model * vec4(aPos, 1.0)); Normal = mat3(transpose(inverse(model))) * aNormal; Tangent = mat3(transpose(inverse(model))) * aTangent; Bitangent = mat3(transpose(inverse(model))) * aBitangent; gl_Position = projection * view * vec4(FragPos, 1.0); }