#version 330 core
// Input
layout(location = 0) in vec3 Position;
layout(location = 4) in vec2 Tex0;
// Output
out vec2 TexCoord;
// Uniforms
uniform mat4 ModelMtx;
// Main
void main()
{
gl_Position = vec4(Position, 1) * ModelMtx;
TexCoord = Tex0;
}