#version 410 uniform mat4 view, proj; layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec2 vt; out vec2 texture_coordinates; out vec3 position_eye; void main() { position_eye = vec3(view * vec4(vertex_position, 1.0)); texture_coordinates = vt; gl_Position = proj * vec4(position_eye, 1.0); }