1 layout(location = 0) in vec2 vertexPosition;
2 layout(location = 1) in vec2 vertexTextureCoordinates;
4 out vec2 fragmentTextureCoordinates;
7 uniform mat4 projection;
11 gl_Position = projection * model * vec4(vertexPosition, 0.0, 1.0);
12 fragmentTextureCoordinates = vertexTextureCoordinates;