#version 330 core layout(location = 0) in vec3 apos; layout(location = 1) in vec2 atex_coords; layout(std140) uniform Matrices { uniform mat4 projection; uniform mat4 view; }; uniform mat4 model; out vec2 tex_coords; void main(void) { gl_Position = projection*view*model*vec4(apos, 1.0f); tex_coords = atex_coords; }