#version 330 core layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec3 vertexNormal; out vec2 UV; out vec3 norm; void main() { gl_Position = vec4(vertexPosition_modelspace,1); UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; norm = vertexNormal; }