#version 420 core in vec4 vertex; in vec3 normal; in vec3 tangent; in vec3 bitangent; in vec2 texture; out vec3 vtx_vertex; out vec3 vtx_normal; out vec3 vtx_tangent; out vec3 vtx_bitangent; out vec2 vtx_texture; void main() { vtx_vertex = vertex.xyz; vtx_normal = normal; vtx_tangent = tangent; vtx_bitangent = bitangent; vtx_texture = texture; }