#version 440 core in layout(location=0) vec3 aPos; in layout(location=1) vec2 uv; uniform mat4 M; uniform mat4 V; uniform mat4 P; out vec2 TexCoord; void main() { TexCoord = uv; gl_Position = P * V * M * vec4(aPos.x, aPos.y, aPos.z, 1.0); }