#version 330 in vec3 position; in vec3 v_color; in vec3 v_norm; in vec2 v_uv; uniform mat4 proj_matrix; out vec4 color; out vec3 norm; out vec2 uv; void main() { color = vec4( v_color, 0.6); norm = v_norm; uv = v_uv; gl_Position = proj_matrix * vec4(position, 1.0) ; }