#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 texCoord; uniform mat4 view; uniform mat4 projection; uniform mat4 model; void main() { gl_Position = projection * (view * (model * vec4(aPos,1.0f))); texCoord = aTexCoord; }