#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoord; out VS_OUT { vec2 TexCoord; }; uniform mat4 PVM; void main() { TexCoord = aTexCoord; gl_Position = PVM * vec4(aPos, 1.0); }