#version 330 layout(location = 0) in vec3 pos; layout(location = 1) in vec3 normal; layout(location = 2) in vec2 texCoord; uniform mat4 proj; uniform mat4 view; out vec2 vsoTexCoord; void main() { gl_Position = proj * view * vec4(pos, 1.); vsoTexCoord = vec2(texCoord.x, 1 - texCoord.y); }