#version 450 // Input vertex data, different for all executions of this shader layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec3 vertexUV; // Input that stay constant fpr the whole mesh uniform mat4 MVP; // Output out vec2 UV; void main() { gl_Position = MVP * vec4(vertexPosition, 1); UV = vertexUV; }