#version 330 core layout (location = 0) in vec2 a_position; layout (location = 1) in vec2 a_texCoord; layout (location = 2) in vec4 a_color; uniform mat4 u_view; uniform mat4 u_projection; out vec2 v_texCoord; out vec4 v_color; void main() { v_texCoord = a_texCoord; v_color = a_color; gl_Position = u_projection * u_view * vec4(a_position, 0.0, 1.0); }