#version 330 core layout (location = 0) in vec3 aPos; layout (location = 2) in vec2 aTexCoords; layout (std140) uniform Matrices { mat4 projection; mat4 view; }; out vec2 TexCoords; uniform mat4 model; void main() { TexCoords = aTexCoords; gl_Position = projection * view * model * vec4(aPos, 1.f); }