#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4(aPos, 1.0); TexCoord = aTexCoord; }