#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec2 uv; out vec2 frag_uv; layout (std140) uniform matrices { mat4 view_xform; mat4 proj_xform; mat4 normal_xform; }; uniform mat4 node_xform; void main() { frag_uv = uv; gl_Position = proj_xform * view_xform * node_xform * vec4(position, 1); }