#version 330 layout(location = 0) in vec3 position; layout(location = 1) in vec3 texturePos; out vec3 texCoord; uniform mat4 CameraMatrix; uniform mat4 ModelMatrix; void main() { gl_Position = CameraMatrix * ModelMatrix * vec4(position, 1.0); texCoord = vec3(texturePos.x, -texturePos.y, texturePos.z); }