#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; out vec3 PixelNormal; out vec2 PixelTexture; void main() { PixelNormal = Normal; PixelTexture = vec2(Texture.x, 1.0 - Texture.y); gl_Position = Transform * vec4(Position, 1); }