#version 440 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; layout(location = 2) in vec3 normal; layout(location = 0) out vec2 out_uv; layout(location = 1) out vec3 out_normal; void main() { gl_Position = vec4(position, 1.0); out_uv = uv; out_normal = normal; }