#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);
}