1 layout(location = 0) in vec3 vertexPosition;
2 layout(location = 1) in vec2 vertexTextureCoordinates;
4 out vec2 fragmentTextureCoordinates;
10 gl_Position = MVP * vec4(vertexPosition, 1.0);
11 gl_Position.z = gl_Position.w;
12 fragmentTextureCoordinates = vertexTextureCoordinates;