#version 330 core #extension GL_ARB_separate_shader_objects : enable layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; uniform mat4 uniform_MVP; uniform mat4 uniform_MP; out vec2 TexCoord; void main() { vec3 pos = aPos; gl_Position = uniform_MVP * uniform_MP * vec4(pos, 1); TexCoord = vec2(aTexCoord.x, aTexCoord.y); }