#version 410 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in vec2 aTexCoord; out vec2 fragCoord; out vec4 color; uniform mat4 projection; uniform mat4 view; uniform mat4 transform; void main() { gl_Position = projection * view * transform * vec4(aPos, 1.0); color = vec4(aColor, 1.0f); fragCoord = aPos.xy; }