// Set the GLSL version to 3.3 and use the OpenGL core profile #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in vec2 aTexCoord; out vec3 ourColor; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { // matrix multiplication goes from right to left. gl_Position = projection * view * model * vec4(aPos, 1.0); ourColor = aColor; TexCoord = aTexCoord; }