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