#version 330 uniform mat4 matVP; uniform mat4 matGeo; layout (location = 0) in vec3 pos; layout (location = 1) in vec3 normal; out vec3 vsColor; out vec3 vsNormals; void main() { vsColor = abs(normal); vsNormals = abs(normal); gl_Position = matVP * matGeo * vec4(pos, 1); }