#version 330 core

layout(location=0) in vec3 aPos;
layout(location=1) in vec3 vColor;
layout(location=2) in vec2 tCoord;

out vec4 vertexColor;
out vec2 textureCoord;

uniform mat4 transform;

void main() {
    gl_Position = transform * vec4(aPos, 1.0);
    vertexColor = vec4(vColor, 1.0);
    textureCoord = tCoord;
}