layout(location = 0) in vec3 vertexPosition;
-out vec3 fragmentTextureCoords;
+out vec3 fragmentTextureCoordinates;
uniform mat4 VP;
{
gl_Position = VP * vec4(vertexPosition, 1.0);
gl_Position.z = gl_Position.w;
- fragmentTextureCoords = vertexPosition;
+ fragmentTextureCoordinates = vertexPosition;
}