#version 330 layout (location = 0) in vec3 Position; layout (location = 1) in vec3 Normal; out vec3 CamNormal; uniform mat4 ModelMat; uniform mat4 PerspMat; void main() { gl_Position = PerspMat * ModelMat * vec4(Position, 1.0); CamNormal = (ModelMat * vec4(Normal, 0.0)).xyz; }