#version 330 core #define POINT_LIGHT_COUNT 4 layout(location=0) in vec3 position; layout(location=1) in vec3 normal; layout(location=2) in vec2 uv; layout(location=3) in mat4 model; layout (std140) uniform Common { mat4 projection; mat4 view; vec3 camera_position; }; void main() { gl_Position = projection * view * model * vec4(position, 1.0); };