#version 330 #extension GL_ARB_separate_shader_objects : require #include #include layout(location = 0) in vec3 Position; layout(location = 1) in vec2 UV0; layout(location = 0) out vec2 texCoord0; void main() { vec3 pos = Position + ModelOffset; gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0); texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy; }