#version 460 layout (location = 0) in vec3 _pos; layout (location = 1) in vec2 _uv_in; layout (location = 2) in float _hsv_in; out vec2 _uv_out; out float _hsv_vertex; uniform mat4 _transform; void main() { _uv_out = _uv_in; _hsv_vertex = _hsv_in; gl_Position = _transform * vec4(_pos, 1.0); }