#version 420 core layout (location = 0) in vec3 _l_position; layout (location = 1) in vec3 _l_normals; layout (location = 2) in vec2 _l_texture; uniform mat4 _u_matrix; out vec2 _f_texture; void main() { _f_texture = _l_texture; gl_Position = _u_matrix * vec4(_l_position, 1.0); }