#version 330 core // Vertex Shader for Terrain Rendering layout (location = 0) in vec3 aPos; // Vertex position layout (location = 1) in vec3 aNormal; // Vertex normal layout (location = 2) in vec2 aTexCoord; // Texture coordinates out vec2 TexCoord; out vec3 FragPosWorld; out vec3 NormalWorld; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform mat3 normalMatrix; void main() { gl_Position = projection * view * vec4(aPos, 1.0); TexCoord = aTexCoord; FragPosWorld = vec3(model * vec4(aPos, 1.0)); NormalWorld = normalize(normalMatrix * aNormal); }