#version 330 core

layout(location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec3 aOffset;

out vec2 texCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;


void main(){
	gl_Position = projection * view * model * vec4(aPos + aOffset, 1.0f);
	texCoord = vec2(aTexCoord.x, aTexCoord.y);
}
