#version 330 core layout(location = 0) in vec3 aPos; out vec3 TexCoord; uniform mat4 transformation; void main() { vec4 pos = transformation * vec4(aPos, 1.0f); gl_Position = vec4(pos.x, pos.y, pos.w, pos.w); TexCoord = vec3(aPos.x, aPos.y, -aPos.z); }