#version 330 core layout (location = 0) in vec3 position; layout (location = 2) in vec2 UvCoordinates; layout (location = 7) in vec4 Texture; layout (location = 8) in mat4 model; layout (location = 12) in vec3 color; out VS_OUT { vec2 UvPosition; vec4 Texture; vec3 Color; } vs_out; uniform mat4 view; uniform mat4 projection; void main() { vec4 sourcePosition = vec4(position,1.0f); gl_Position = projection * view * model * sourcePosition; vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); vs_out.Texture = Texture; vs_out.Color = color; }