#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; // out vec3 vPos; // out vec3 vNormal; out vec3 vTexCoords; uniform mat4 view; uniform mat4 projection; void main() { vTexCoords = aPos; gl_Position = projection * view * vec4(aPos, 1.0); }