3 layout(location = 0) in vec2 vertexPosition;
4 layout(location = 1) in vec2 vertexTextureCoords;
6 out vec2 fragmentTextureCoords;
8 uniform mat4 projection;
13 gl_Position = projection * model * vec4(vertexPosition, 0.0, 1.0);
14 fragmentTextureCoords = vertexTextureCoords;