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How are you passing your normals to the vertex shader? It looks like those are the normals for each of the six faces of a cube, but the vertex shader operates on vertices, not faces. Unless you're doing something unusual, you need to specify a normal for each vertex. In addition, if you want a cube to look right, you will need 24 vertices rather than 8, so ...


You can explicitly get those numbers from id = glGetAttribLocation(program, name); after linking; the name is the string that appears in the vertex shader for the attribute. For example if you passed "vertexPosition" for name then you would get 0. If the layout information is not in the shader then openGL will create a default layout (usually in order as ...

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