#version 430 core layout(location = 0) in vec3 aPosition; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aTexCoord; layout(location = 3) in mat4 aModel; layout(location = 7) in vec4 aColor; uniform mat4 uViewProjection; out vec2 vTexCoord; out vec4 vColor; void main() { vTexCoord = aTexCoord; vColor = aColor; gl_Position = uViewProjection * aModel * vec4(aPosition, 1.0); }