layout(location = 0) in vec2 vertexPosition;
-layout(location = 1) in vec2 vertexTextureCoords;
+layout(location = 1) in vec2 vertexTextureCoordinates;
-out vec2 fragmentTextureCoords;
+out vec2 fragmentTextureCoordinates;
uniform mat4 model;
uniform mat4 projection;
void main()
{
gl_Position = projection * model * vec4(vertexPosition, 0.0, 1.0);
- fragmentTextureCoords = vertexTextureCoords;
+ fragmentTextureCoordinates = vertexTextureCoordinates;
}