#version 320 es layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 NORMAL; layout (location = 2) in vec2 UV; out vec2 TexCoord; out vec3 Normal; out vec3 FragPos; out vec4 FragPosLightSpace; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform mat4 lightSpaceMatrix; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); TexCoord = UV; Normal = NORMAL; FragPos = vec3(model * vec4(aPos, 1.0)); FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); }