#version 430 core layout (location = 0) in vec3 Position; layout (location = 1) in vec3 Normal; layout (location = 2) in vec2 Texture; layout (location = 0) uniform mat4 Transform; layout (location = 1) uniform mat4 WorldTransform; out VS_OUT { vec3 Position; vec3 Normal; vec2 Texture; } vs_out; void main() { vs_out.Position = Position; vs_out.Normal = Normal; vs_out.Texture = vec2(Texture.x, 1.0 - Texture.y); gl_Position = Transform * vec4(Position, 1); }