#version 330 core
    layout (location = 0) in vec3 aPos;
    layout (location = 1) in vec2 atexCoord;
    
    out vec2 texCoord;

    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;

    void main() {

        gl_Position = projection * view * model * vec4(aPos, 1.0f);
        texCoord = atexCoord;
    }