#version 330 core layout (location = 0) in vec2 aPos; layout (location = 1) in vec3 aColour; layout (location = 2) in vec2 aTexPos; uniform mat4 projection; out vec3 colour; out vec2 texPos; void main() { gl_Position = projection * vec4(aPos, 0.0f, 1.0f); colour = aColour; texPos = aTexPos; }