#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; layout (location = 2) in vec3 uv; out vec3 frag_vertex; out vec3 frag_normal; out vec3 frag_uv; layout (std140) uniform matrices { mat4 view_xform; mat4 proj_xform; mat4 normal_xform; }; uniform mat4 model_xform; void main() { frag_vertex = position; frag_normal = normal; frag_uv = uv; gl_Position = proj_xform * view_xform * model_xform * vec4(position, 1); }