layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec2 vertexTextureCoordinates; out vec2 fragmentTextureCoordinates; uniform mat4 MVP; void main() { gl_Position = MVP * vec4(vertexPosition, 1.0); gl_Position.z = gl_Position.w; fragmentTextureCoordinates = vertexTextureCoordinates; }