#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 transform = mat4( 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ); void main() { gl_Position = transform * vec4(aPos, 1.0); VertexColor = vec4(aColor, 1.0); TexCoord = aTexCoord; }