#include layout (location = 0) in vec3 v_position; layout (location = 1) in vec2 v_texCoord; layout (location = 2) in vec4 v_light; layout (location = 3) in vec4 v_normal; out vec2 a_texCoord; uniform mat4 u_model; uniform mat4 u_proj; uniform mat4 u_view; void main() { a_texCoord = v_texCoord; gl_Position = u_proj * u_view * u_model * vec4(v_position, 1.0f); }