#version 420 core layout(location=0) in vec3 pos; layout(location=1) in vec2 uv; out vec2 uv_coords; uniform mat4 projection_matrix; uniform mat4 view_matrix; uniform mat4 model_matrix; void main() { gl_Position = projection_matrix * view_matrix * model_matrix * vec4(pos, 1.0); uv_coords = uv; }