#version 400 core layout(location = 0) in vec3 a_position; layout(location = 1) in vec4 a_color; layout(location = 2) in vec2 a_texCoord; layout(location = 3) in float a_texIndex; out vec4 v_color; out vec2 v_texCoord; out float v_texIndex; uniform mat4 u_mvp; void main() { gl_Position = u_mvp * vec4(a_position, 1); v_texCoord = a_texCoord; v_color = a_color; v_texIndex = a_texIndex; }