#version 420 layout (location = 0) in vec3 aPos; layout (location = 1) in vec4 aCol; layout (location = 2) in vec2 aTexCoords; layout (location = 3) in vec3 aNormal; out vec3 TexCoords; uniform mat4 proj; uniform mat4 view; void main() { gl_Position = proj * view * vec4(aPos, 1.0); TexCoords = aPos; }