#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
// declare an interface block; see 'Advanced GLSL' for what these are.
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
void main()
{
vs_out.FragPos = aPos;
vs_out.Normal = aNormal;
vs_out.TexCoords = aTexCoords;
gl_Position = projection * view * vec4(aPos, 1.0);
}