#version 330 core layout (location = 0) in vec2 inputVertex; layout (location = 1) in vec2 textureInputVertex; out vec2 textureCoord; uniform mat4 model_matrix; uniform mat4 projection_view_matrix; void main() { textureCoord = textureInputVertex; gl_Position = projection_view_matrix * model_matrix * vec4(inputVertex.x , inputVertex.y, 0.0, 1.0); }