3 layout(location = 0) in vec3 vert_position;
4 layout(location = 1) in vec3 vert_normal;
9 out vec3 view_position;
13 gl_Position = MVP * vec4(vert_position, 1.0);
14 view_position = (MV * vec4(vert_position, 1.0)).xyz;
15 view_normal = mat3(MV) * vert_normal;