#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in mat4 aInstanceMatrix;
out vec2 TexCoords;
uniform mat4 projection;
uniform mat4 view;
void main()
{
TexCoords = aTexCoords;
gl_Position = projection * view * aInstanceMatrix * vec4(aPos, 1.0f);
}