The following shader does just create a color, but how to rewrite it in order to accept
textures additionaly, without destroying color, camera etc…
Can’t wrap my head around, where to put the texture coords and the uv layout in the corresponding shaders…
const char* vertexShaderCode = "#version 330 core\n"
"layout (location = 0) in vec3 pos;\n"
"uniform mat4 projection;\n"
"uniform mat4 view;\n"
"uniform mat4 model;\n"
"void main() { gl_Position = projection * view * model * vec4(pos, 1.0); }\n";
const char* fragmentShaderCode = "#version 330 core\n"
"out vec4 FragColor;\n"
"uniform vec3 color;\n"
"void main() { FragColor = vec4(color, 1.0); }\n";