#version 330 core layout(location = 0) in vec3 vert_pos; layout(location = 1) in vec2 vert_tex; out vec3 frag_pos; out vec2 frag_tex; uniform mat4 model; uniform mat4 view_proj; void main() { gl_Position = view_proj * model * vec4(vert_pos, 1.0); frag_pos = vert_pos; frag_tex = vert_tex; }