#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in vec2 aTexCoord; out vec4 VertexColor; out vec2 TexCoord; uniform mat4 rotation = mat4(1.0); uniform mat4 position = mat4(1.0); uniform mat4 model = mat4(1.0); uniform mat4 view = mat4(1.0); uniform mat4 projection = mat4(1.0); void main() { gl_Position = projection * view * position * rotation * model * vec4(aPos, 1.0); VertexColor = vec4(aColor, 1.0); TexCoord = aTexCoord; }