#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 texCoord;

out vec3 ourColor;
out vec2 TexCoord;

uniform mat4 Transform;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;

uniform mat4 mvp;

void main()
{
    gl_Position = mvp*vec4(aPos, 1.0f);
    ourColor = aColor;
		TexCoord = texCoord;
}
