#version 460 core layout (location = 0) in vec3 a_pos; layout (location = 1) in vec3 a_normal; layout (location = 2) in vec2 a_tex_coord; layout (location = 0) out vec3 normal; layout (location = 1) out vec2 tex_coord; layout (std140, binding = 0) uniform Matrices { mat4 view; mat4 projection; }; void main() { gl_Position = projection * view * vec4(a_pos, 1.0); normal = a_normal; tex_coord = a_tex_coord; }