#version 330 core

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

out vec2 textureCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    textureCoord = tCoord;
}