#version 450 layout(location = 0) in vec3 position; layout(location = 1) in vec3 normal; layout(location = 2) in uvec4 bone_indices; layout(location = 3) in vec4 weights; layout(location = 0) out vec3 frag_normal; layout(binding = 0) uniform mvp_t { mat4 model; mat4 view; mat4 proj; } mvp; void main() { gl_Position = mvp.proj * mvp.view * mvp.model * vec4(position, 1.0); frag_normal = mat3(mvp.model) * normal; }