#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; }