#version 430 core in layout(location = 0) vec3 position; in layout(location = 2) vec2 textureCoordinates_in; out layout(location = 1) vec2 textureCoordinates; uniform mat4 orthoMatrix; void main() { gl_Position = orthoMatrix * vec4(position.xy, 0.0, 1.0); textureCoordinates = textureCoordinates_in; }