#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 texCoords; out vec2 oTexCoords; uniform mat4 modelViewProjectionMatrix; void main() { oTexCoords = texCoords; gl_Position = modelViewProjectionMatrix * vec4(aPos.x, aPos.y, aPos.z, 1.0); }