#version 450 core // Input vertex data, different for all executions of this shader. layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec2 vertexUV; //layout(location = 2) in mat4 mvp; // Output out vec2 UV; // Values that stay constant for the whole mesh. uniform mat4 MVP; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); UV = vertexUV; }