#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec2 outUV; void main(void) { gl_Position = vec4(inPos.xyz, 1.0); outUV = inUV * 3.0; outNormal = inNormal; }