#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; // Currently Unused layout (location = 2) in vec2 aTexCoord; uniform mat4 MVP; out vec2 ourTexCoord; void main() { gl_Position = MVP * vec4(aPos, 1.0); ourTexCoord = aTexCoord; };