#version 330 layout(location = 0) in vec4 vertex; layout(location = 1) in vec3 normal; layout(location = 2) in vec3 color; layout(location = 3) in vec2 texCoord; layout(location = 4) in float metalness; layout(location = 5) in float roughness; layout(location = 6) in vec3 tangent; layout(location = 7) in float alpha; uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; void main() { gl_Position = projectionMatrix * viewMatrix * modelMatrix * vertex; }