#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec2 aTexCoords;
out VS_OUT {
vec2 texCoords;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
vs_out.texCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}