#version 400 core #ifdef GL_ES precision mediump float; precision mediump int; #endif // Input: layout (location = 0) in vec3 in_position; layout (location = 1) in vec2 in_textureCoords; uniform mat4 in_matrixTransformation; uniform mat4 in_matrixProjection; uniform mat4 in_matrixView; // output: out vec2 io_textureCoords; void main(void) { gl_Position = in_matrixProjection * in_matrixView * in_matrixTransformation * vec4(in_position, 1.0); io_textureCoords = in_textureCoords; }