3 layout (location = 0) in vec3 aPos;
4 layout (location = 1) in vec2 aTexCoords;
6 layout (binding = 0) uniform anonblock {
12 layout (location = 0) out VS_OUT
19 gl_Position = projection * view * model * vec4(aPos, 1.0);
20 vs_out.TexCoords = aTexCoords;