layout (std140) uniform CustomGeometryDrawableUBO { mat4 u_matrix; vec4 u_color; }; layout(location = 0) in vec3 a_pos; layout(location = 1) in vec2 a_uv; out vec2 frag_uv; void main() { frag_uv = a_uv; gl_Position = u_matrix * vec4(a_pos, 1.0); }