#version 330 layout(location = 0) in vec3 aPosition; layout(location = 1) in vec2 aTexture; uniform mat4 uModel; uniform mat4 uView; uniform mat4 uProjection; out vec2 vTextureCoord; void main() { vTextureCoord = aTexture; gl_Position = uProjection * uView * uModel * vec4(aPosition, 1.0); }