#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in vec2 aTexCoord; out vec3 vPos; out vec3 vCol; out vec2 tCoord; uniform float offset; uniform mat4 transform; void main() { gl_Position = transform * vec4(aPos, 1.0); vPos = aPos; vCol = aColor; tCoord = aTexCoord; }