#type vertex #version 330 core layout (location=0) in vec3 aPos; layout (location=1) in vec4 aColor; layout (location=2) in vec2 aTexCoords; uniform mat4 uProjection; uniform mat4 uView; out vec4 fColor; out vec2 fTexCoords; void main() { fColor = aColor; fTexCoords = aTexCoords; gl_Position = uProjection * uView * vec4(aPos, 1.0); } #type fragment #version 330 core uniform sampler2D TEX_SAMPLER; in vec4 fColor; in vec2 fTexCoords; out vec4 color; void main() { color = texture(TEX_SAMPLER, fTexCoords); }