#version 460 layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; layout (location = 2) in vec3 aNormal; layout (location = 3) in vec3 aTangent; layout (location = 4) in vec3 aBitangent; uniform mat4 MVP; out vec2 texCoord; void main(){ texCoord = aTexCoord; gl_Position = MVP * vec4(aPos,1); };