#version 330 in vec3 position; in vec3 normal; in vec3 tangent; in vec3 uv; in vec4 color; out vData { vec3 normal; vec3 tangent; vec3 uv; vec4 color; } vertex; void main() { gl_Position = vec4(position, 1.0); vertex.normal = normal; vertex.tangent = tangent; vertex.uv = uv; vertex.color = color; }