#version 430 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec4 aColor; layout (location = 2) in vec2 aTexCoord; uniform mat4 worldMat; out vec4 gColor; out vec2 gTexCoord; void main() { gl_Position = worldMat * vec4(aPos, 1.0); gColor = aColor; gTexCoord = aTexCoord; }