3 layout (location = 0) in vec3 aPos;
4 layout (location = 1) in vec2 aTexCoords;
6 layout (binding = 0) uniform block {
12 layout (location = 0) out Vertex
24 gl_Position = projection * view * model * vec4(Pos, 1.0);
25 vs_out.texCoord1 = aTexCoords;