#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexPos; out vec3 pos; out vec2 texPos; uniform mat4 MVP; uniform mat4 model; uniform mat4 projection; uniform mat4 view; void main() { pos = aPos; texPos = aTexPos; gl_Position = projection * view * model * vec4(aPos, 1.0); }