#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec2 aUV;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProj;
out vec2 vUV;
void main()
{
    vUV = aUV;
    gl_Position = uProj * uView * uModel * vec4(aPos, 1.0);
}
