#type vertex
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

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

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);
}

#type fragment
#version 330 core
out vec4 FragColor;

void main()
{    

FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}