#version 430 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoords;

uniform mat4 modelViewProjection;

out vec3 vertexColor;
out vec2 texCoord; 


void main()
{
    gl_Position = modelViewProjection* vec4(aPos, 1.0f);
    vertexColor = aColor;
    texCoord = aTexCoords;
}