#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; // uniform mat4 transform; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { // note that we read the multiplication from right to left gl_Position = projection * view * model * vec4(aPos, 1.0); TexCoord = vec2(aTexCoord.x, aTexCoord.y); }