#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aTexCoord; out vec3 FragPos; out vec2 TexCoords; out vec3 Normal; uniform bool invertedNormals; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main(){ vec4 viewPos = view * model * vec4(aPos, 1.0); FragPos = viewPos.xyz; TexCoords = aTexCoords; mat3 normalMatrix = transpose(inverse(mat3(view * model))); Normal = normalMatrix * (invertedNormals ? -aNormal : aNormal); gl_Position = projection * viewPos; }