#version 330 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec2 vertexTextureCoords; layout(location = 2) in vec3 vertexColor; out vec2 fragmentTextureCoords; out vec3 fragmentColor; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(vertexPosition, 1.0); fragmentTextureCoords = vertexTextureCoords; fragmentColor = vertexColor; }