#version 400 core layout(location = 0) in vec3 vertex_position; // position layout(location = 1) in vec3 vertex_normal; // colour of each vertex point layout(location = 2) in vec2 vertex_tex; out vec2 TexCoord; uniform mat4 matrix; // must match "matrix" in C code uniform mat4 view; // must match "view" in C code uniform mat4 proj; // must match "proj" in C code void main() { gl_Position = proj * view * matrix * vec4(vertex_position, 1.0); TexCoord = vertex_tex; }