#version 330 core layout (location = 0) in vec3 lPosition; layout (location = 1) in vec2 lUV; uniform mat4 uModel; uniform mat4 uProjection; uniform mat4 uView; out vec2 iUV; void main() { gl_Position = uProjection * uView * uModel * vec4(lPosition, 1.0); iUV = lUV; }