#version 330 core layout (location = 0) in vec3 aVertex; layout (location = 1) in vec2 aTexCoords; layout (location = 2) in vec4 aColor; out vec2 texCoords; out vec4 textColor; uniform mat4 projection; void main() { gl_Position = projection * vec4(aVertex, 1.0f); texCoords = aTexCoords; textColor = aColor; }