#version 330 layout(location = 0) in vec3 pos; layout(location = 1) in vec2 texCoords; out vec2 uv; uniform mat4 projection; uniform mat4 view; uniform mat4 model; void main() { mat4 mvp = projection * view * model; uv = texCoords; gl_Position = mvp * vec4(pos, 1.0); }