#version 140 uniform mat4 perspective; uniform mat4 view; in vec3 vertex; in vec2 tex_coords; in vec3 normal; out vec2 v_tex_coords; out vec3 v_normal; void main() { v_normal = transpose(inverse(mat3(view))) * normal; v_tex_coords = tex_coords; gl_Position = perspective * view * vec4(vertex, 1.0); }