#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); }