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