#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec2 aTexCoords;

layout (std140) uniform Matrices {
    mat4 projection;
    mat4 view;
};

out vec2 TexCoords;

uniform mat4 model;

void main()
{
    TexCoords = aTexCoords;

    gl_Position = projection * view * model * vec4(aPos, 1.f);
}