// default.vert
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aUV;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProj;
out vec3 vFragPos;
out vec3 vNormal;
out vec2 vUv;
void main()
{
vFragPos = vec3(uModel * vec4(aPos, 1.0));
vNormal = mat3(transpose(inverse(uModel))) * aNormal;
vUv = aUV;
gl_Position = uProj * uView * uModel * vec4(aPos, 1.0);
}