#version 330 core layout (location = 0) in vec2 aPos; layout (location = 1) in vec2 aTexCoords; layout (location = 2) in vec3 aColor; out vec2 TexCoords; out vec3 ourColor; uniform mat4 projection; void main() { gl_Position = projection * vec4(aPos, 0.0, 1.0); TexCoords = aTexCoords; ourColor = aColor; }