#version 430 core layout (location = 0) in vec3 v_pos; layout (location = 1) in vec2 v_uv; layout (location = 2) in vec4 v_col; out vec2 f_uv; out vec4 f_col; uniform mat4 projection; uniform mat4 view; void main() { gl_Position = projection * view * vec4(v_pos, 1.0); f_uv = v_uv; f_col = v_col; }