Revision control

++ #version 440
++
++ layout(location = 0) in vec4 position;
++ layout(location = 1) in vec2 texcoord;
++
++ layout(location = 0) out vec2 v_texcoord;
++
++ layout(std140, binding = 0) uniform buf {
++ mat4 mvp;
++ } ubuf;
++
++ out gl_PerVertex { vec4 gl_Position; };
++
++ void main()
++ {
++ v_texcoord = texcoord;
++ gl_Position = ubuf.mvp * position;
++ }