#version 330 layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec3 tex_coords; layout(location = 2) in float shading_value; out vec3 local_position; out vec3 interpolated_tex_coords; out float interpolated_shading_value; uniform mat4 matrix; void main(void) { local_position = vertex_position; interpolated_tex_coords = tex_coords; interpolated_shading_value = shading_value; gl_Position = matrix * vec4(vertex_position, 1.0); }