#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 ourTexCoord; out vec4 cameraRelCoords; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { cameraRelCoords = view * model * vec4(aPos, 1.0); gl_Position = projection * cameraRelCoords; ourTexCoord = aTexCoord; }