#version 330 core layout (location = 0) in vec3 a_position; layout (location = 1) in vec2 a_texcoord; layout (location = 2) in vec3 a_normal; uniform mat4 u_vp; out vec2 v_texcoord; void main() { v_texcoord = a_texcoord; gl_Position = u_vp * vec4(a_position, 1.0); }