// Vertex shader:
// ================
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoords;

out vec2 TexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(position, 1.0f);
    TexCoords = texCoords;
}

// Fragment shader:
// ================
#version 330 core
in vec2 TexCoords;

out vec4 color;

uniform sampler2D texture1;

void main()
{             
    color = texture(texture1, TexCoords);
}
HI