#version 330 core in vec3 position; in vec2 texCoord; in vec3 normal; in vec4 colour; out vec3 FragPos; out vec2 TexCoords; out vec3 Normal; out vec4 Colour; uniform mat4 viewProjection; void main() { FragPos = position; TexCoords = texCoord; Normal = normal; Colour = colour; gl_Position = viewProjection * vec4(position, 1.0); }