#version 330 core layout(location=0) in vec3 position; layout(location=1) in vec3 normal; layout(location=2) in vec2 uv; uniform mat4 sb_view; layout (std140) uniform Common { mat4 projection; mat4 view; vec3 camera_position; }; out vec3 uv_coords; void main() { vec4 pos = projection * sb_view * vec4(position, 1.0); gl_Position = pos.xyww; uv_coords = position; }