#version 330 layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aTex; uniform mat4 MVP; uniform mat4 ModelMatrix; out vec2 vTexture; out vec2 FragPos; void main() { vTexture = aTex; FragPos = vec2(ModelMatrix * vec4(aPos, 1)); gl_Position = MVP * vec4(aPos, 1); }