#version 420 core layout (location = 0) in vec3 pos; out vec3 TexCoords; layout(std140, binding = 0) uniform Camera { mat4 projection; mat4 view; vec3 position; } camera; void main() { TexCoords = pos; gl_Position = camera.projection * mat4(mat3(camera.view)) * vec4(pos, 1.0); }