#version 330 core layout (location = 0) in vec3 vertex; layout (location = 1) in vec2 tex_coord; layout (location = 2) in vec4 color; out vec2 TexCoords; out vec4 VertexColor; uniform mat4 projection; void main() { gl_Position = projection * vec4(vertex, 1.0); TexCoords = tex_coord.xy; VertexColor = color; }