#version 310 es layout(location = 0) in vec4 a_position; layout(location = 1) in vec2 a_texCoord; layout(location = 2) in vec3 a_normal; layout(location = 0) out vec2 v_texCoord; layout(location = 1) out vec3 v_normal; layout(std140, binding = 0) uniform vs_ub { mat4 u_MVPMatrix; }; void main() { gl_Position = u_MVPMatrix * a_position; v_texCoord = a_texCoord; v_normal = a_normal; }