#version 430 uniform mat4 MVP; 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 vec2 TextureCoord; out VertexData { vec3 Position; vec3 Normal; vec2 TextureCoord; } Output; void main() { gl_Position = MVP * vec4(Position, 1.0); Output.Position = Position; Output.Normal = Normal; Output.TextureCoord = TextureCoord; }