#version 320 es layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 NORMAL; layout (location = 2) in vec2 UV; layout (location = 3) in vec3 TANGENT; layout (location = 4) in vec3 BITANGENT; out vec2 TexCoord; out vec3 Normal; out vec3 FragPos; out vec4 FragPosLightSpace; out mat3 TBN; 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); vec3 T = normalize(vec3(model * vec4(TANGENT, 0.0))); vec3 B = normalize(vec3(model * vec4(BITANGENT, 0.0))); vec3 N = normalize(vec3(model * vec4(NORMAL, 0.0))); TBN = mat3(T, B, N); }