layout(location = 0)in vec3 vertex_position;
layout(location = 1)in vec3 vertex_normal;
layout(location = 2)in vec2 vertex_uv;

out vec3 normal;
out vec2 uv;

void main() {
  normal = vertex_normal;
  uv = vertex_uv;
  gl_Position = vec4(vertex_position, 1.0);
}