#version 460 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTex; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 vertexCoords; out vec2 textureCoords; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); textureCoords = aTex; vertexCoords = aPos; }