#version 330 core layout (location = 0) in vec3 a_Pos; layout (location = 1) in vec4 a_Color; layout (location = 2) in vec2 a_TexCoord; layout (location = 3) in float a_TexId; out vec4 v_Color; out vec2 v_TexCoord; out float v_TexId; uniform mat4 transform; void main() { gl_Position = transform * vec4(a_Pos, 1.0); v_Color = a_Color; v_TexCoord = a_TexCoord; v_TexId = a_TexId; }