#version 330 core layout (location = 0) in vec3 vert_pos; layout (location = 1) in vec2 vert_uv; out vec2 uv; uniform mat4 model; uniform mat4 view; uniform mat4 proj; void main() { gl_Position = proj * view * model * vec4(vert_pos, 1.0); uv = vert_uv; }