#version 460 core layout (location=0) in vec3 aPos; layout (location=2) in vec3 aColor; layout (location=1) in vec2 aTexCoord; uniform float HorizontalOffset; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec2 TexCoord; void main(){ gl_Position = projection * view * model * vec4(aPos , 1.0); TexCoord = aTexCoord; }