#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aUv; layout(location = 2) in float aShade; out vec2 vUv; out float vShade; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { vUv = aUv; vShade = aShade; // Vector-on-left convention; matrices are uploaded with transpose=true. gl_Position = vec4(aPos, 1.0) * model * view * projection; }