#version 330 core uniform mat4 uModel; uniform mat4 uView; uniform mat4 uProjection; in vec3 aVertexXYZ; in vec2 aTextureXY; out vec2 vTextureXY; void main() { gl_Position = uProjection * uView * uModel * vec4(aVertexXYZ, 1.0f); vTextureXY = aTextureXY; }