#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec3 color; layout (location = 2) in vec2 texCoord; out vec3 outColor; out vec2 outTexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position.xyz, 1.0); outColor = color; outTexCoord = texCoord; }