#version 330 core layout (location = 0) in vec2 in_Position; layout (location = 1) in vec2 in_TexCoord; out vec2 pass_TexCoord; uniform mat4 u_mvpMatrix; void main() { gl_Position = u_mvpMatrix * vec4(in_Position.x, in_Position.y, 0.0, 1.0); pass_TexCoord = in_TexCoord; }