1#version 450 core 2 3layout (location = 0) in vec3 aPos; 4layout (location = 1) in vec2 aTexCoords; 5 6layout (binding = 0) uniform anonblock { 7 mat4 model; 8 mat4 view; 9 mat4 projection; 10} ; 11 12layout (location = 0) out VS_OUT 13{ 14 vec2 TexCoords; 15} vs_out[2]; 16 17void main() 18{ 19 gl_Position = projection * view * model * vec4(aPos, 1.0); 20 vs_out[0].TexCoords = aTexCoords; 21} 22 23