#version 420 core layout(location = 0) in vec3 pos; layout(location = 1) in vec2 inTexCoord; layout(location = 2) in vec3 normals; layout(std140, binding = 0) uniform Camera { mat4 projection; mat4 view; }; layout(std140, binding = 2) uniform Light { vec3 position; vec3 color; } light_v; uniform mat4 model; out vec2 texCoord; void main() { gl_Position = projection * view * model * vec4(pos, 1.0); texCoord = inTexCoord; }