#version 460 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; layout (location = 0) out vec2 texCoord; layout (set = 0, binding = 0) uniform Matrices { mat4 mpv; float time; }; void main() { gl_Position = mpv*vec4(aPos, 1.0); texCoord = aTexCoord; }