#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; layout (location = 3) in vec3 aTangent; layout (location = 4) in vec3 aBitangent; out vec3 fragNormals; out vec3 fragPos; out vec2 texCoords; out mat3 fragTBN; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform mat3 normalMatrix; uniform bool useNormalMatrix; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); if (useNormalMatrix) fragNormals = normalMatrix * aNormal; else fragNormals = mat3(transpose(inverse(model))) * aNormal; vec3 T = normalize(vec3(model * vec4(aTangent, 0.0))); vec3 B = normalize(vec3(model * vec4(aBitangent, 0.0))); vec3 N = normalize(vec3(model * vec4(aNormal, 0.0))); mat3 TBN = mat3(T, B, N); fragPos = vec3(model * vec4(aPos, 1.0)); texCoords = aTexCoords; fragTBN = TBN; }