#version 330 core layout(location = 0) in vec3 aposition; layout(location = 2) in vec2 atexcoords; out VSOUT { vec2 texcoords; } vsout; uniform mat4 projection; uniform mat4 view; uniform mat4 world; void main(void) { vsout.texcoords = atexcoords; gl_Position = projection*view*world*vec4(aposition, 1.0); }