#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 aOffset; out vec3 FragPos; out vec3 Normal; out vec2 TexCoords; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform vec3 offsets[10]; void main() { vec3 in_offset = aOffset; vec4 offset = vec4(aPos + in_offset, 1.0); gl_Position = projection * view * model * offset; FragPos = vec3(model * offset); Normal = mat3(transpose(inverse(model))) * aNormal; TexCoords = aTexCoords; }