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