#version 430 uniform mat4 M; uniform mat4 V; uniform mat4 P; layout(location = 0) in vec3 Position; layout(location = 5) in vec4 BoneIndices; layout(location = 6) in vec4 BoneWeights; out VertexData{ vec3 Position; }Output; void main() { gl_Position = P * V * M * vec4(Position, 1.0); Output.Position = Position; }