#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aTexCoord; layout(location = 2) in int aTexIndex; out vec2 TexCoord; flat out int TexIndex; uniform mat4 ProjMatrix; void main() { gl_Position = ProjMatrix * vec4(aPos, 1.0); TexCoord = aTexCoord; TexIndex = aTexIndex; }