#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 projection;
uniform mat4 rotView;
uniform mat4 mtxCam;
out vec3 TexCoords;
void main()
{
TexCoords = vec3(-aPos.x, aPos.y, aPos.z);
vec4 clipPos = projection * rotView * vec4(aPos, 1.0);
gl_Position = clipPos.xyww;
}