#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; layout(location = 5) in vec4 BoneIndices; layout(location = 6) in vec4 BoneWeights; out VertexData{ vec3 Position; vec3 Normal; vec2 TextureCoordinate; }Output; void main() { gl_Position = P * V * M * vec4(Position, 1.0); Output.Position = Position; Output.TextureCoordinate = TextureCoords; Output.Normal = Normal; }