#version 330 core layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUv; layout (location = 2) in vec3 inNormal; out vec2 outUv; out vec3 outNormal; uniform mat4 transform; uniform mat4 projectMatrix; uniform mat4 viewMatrix; void main() { gl_Position = projectMatrix * viewMatrix * transform * vec4(inPos, 1.0); outUv = inUv; outNormal = inNormal; }