#version 430 uniform mat4 M; uniform mat4 V; uniform mat4 P; layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; layout(location = 2) in vec3 Tangent; layout(location = 3) in vec3 BiTangent; layout(location = 4) in vec2 TextureCoords; out VertexData{ vec3 Position; }Output; void main() { gl_Position = P*V*M * vec4(Position, 1.0); Output.Position = Position, 1.0; }