#version 330 core //layout (location = 0) in vec4 vertex; // layout (location = 0) in vec3 vertex; layout (location = 1) in vec2 vTexCoord; // loc+3 float not vec out vec2 TexCoords; uniform mat4 MVP; uniform mat4 projection; void main() { //gl_Position = MVP * vec4(vertex.xy, 0.0, 1.0); // uVp is 'projection * view' on the CPU side gl_Position = projection * vec4(vertex.xy, 0.0, 1.0); // uVp is 'projection * view' on the CPU side //gl_Position = vec4(vertex.xy, 0.0, 1.0); TexCoords = vTexCoord; };