#version 330 core layout(location = 0) in vec3 position; // Vertex position layout(location = 1) in vec2 texCoords; // Texture coordinates out vec3 color; // Output color to the fragment shader out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices color = position + vec3(0.5); // Set the color based on the vertex position TexCoord = texCoords; // Pass texture coordinates to the fragment shader }