#version 330 core
layout (location = 0) in vec3 position;
layout (location = 2) in vec2 texCoord;

out Data
{
	vec2 texCoord;
} data;

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

void main()
{
	data.texCoord = texCoord;
	
    gl_Position = projection * view * model * vec4(position,1.f);
}