#version 460 core precision highp float; layout (location = 0) in vec3 aPos; //layout (location = 1) in vec3 aColor; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; out vec3 pos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); TexCoord = aTexCoord; pos = aPos; }