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