#version 330 core layout (location = 0) in vec3 aPosition; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTextureCoord; out vec2 vTextureCoord; uniform mat4 uModel; uniform mat4 uView; uniform mat4 uProjection; void main() { vTextureCoord = aTextureCoord; gl_Position = uProjection * uView * uModel * vec4(aPosition, 1.0); }