#version 460 layout(location = 0) in vec4 a_color; layout(location = 1) in vec4 a_tangent; layout(location = 2) in vec3 a_pos; layout(location = 3) in vec3 a_normal; layout(location = 4) in vec2 a_uv0; layout(location = 5) in vec2 a_uv1; out vec2 v_uv0; out vec2 v_uv1; layout(std140, binding = 0) uniform Globals { mat4 projection; mat4 view; }; void main() { gl_Position = projection * model_matrix * vec4(a_pos, 1.0); v_uv0 = a_uv0; }