#version 330 core layout (location = 0) in vec3 a_pos; layout (location = 1) in vec2 a_tex_coord; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(a_pos, 1.0); TexCoord = vec2(a_tex_coord.x, a_tex_coord.y); }