#version 430 layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec2 vertex_uv; layout(location = 2) in mat4 model_to_world; layout(location = 0) uniform mat4 world_to_projection; out vec2 fragment_uv; void main() { fragment_uv = vertex_uv; gl_Position = world_to_projection * model_to_world * vec4(vertex_position, 1.0); }