#version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aColor; layout(location = 2) in vec2 aTexCoord; layout(location = 3) in float aTexIndex; out vec3 color; out vec2 TexCoord; flat out int TexIndex; uniform float scale; void main() { gl_Position = vec4(aPos * scale, 1.0); color = aColor; TexCoord = aTexCoord; TexIndex = int(aTexIndex); }