#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; }