#version 330
layout(location = 0) in int vertex_index;
uniform mat4x3 vertex_coords;
uniform mat4x3 vertex_coords_view_space;
uniform mat4x2 tex_coords;
smooth out vec3 position;
smooth out vec2 texcoord;
void main()
{
gl_Position = vec4(vertex_coords[vertex_index], 1.0f);
position = vertex_coords_view_space[vertex_index];
texcoord = tex_coords[vertex_index];
}