#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 FragPos; out vec3 Normal; out vec2 TexCoords; out vec4 FragPosLightSpace; out mat3 TBN; uniform mat4 projection; uniform mat4 view; uniform mat4 model; uniform mat4 lightSpaceMatrix; void main() { FragPos = vec3(model * vec4(aPos, 1.0)); Normal = transpose(inverse(mat3(model))) * aNormal; TexCoords = aTexCoords; FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); gl_Position = projection * view * model * vec4(aPos, 1.0); 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))); TBN = mat3(T, B, N); }