#version 330 core layout (location =0) in vec3 Pos; layout (location =1) in vec3 color; layout (location =2) in vec2 texturePos; out vec2 TexturePos; out vec3 Color; uniform mat4 transform; void main() { gl_Position = transform* vec4(Pos, 1.0); Color = color; TexturePos = texturePos; }