#version 460 core
layout (location=0) in vec3 aPos;
layout (location=1) in vec3 aNormal;
layout (location=2) in vec2 aTexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec2 TexCoords;


void main(){

    gl_Position = projection * view * model * vec4(aPos , 1.0);
    TexCoords = aTexCoords;
}
