#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;
// Declare an interface block; see 'Advanced GLSL' for what these are.
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
void main()
{
gl_Position = projection * view * vec4(position, 1.0f);
vs_out.FragPos = position;
vs_out.Normal = normal;
vs_out.TexCoords = texCoords;
}