#version 330 core #extension GL_ARB_shading_language_420pack : enable uniform mat4 projection_matrix; layout(location = 0) in vec2 vertex; layout(location = 1) in vec2 vertexTC; out vec2 fragTC; void main(void) { vec4 pos = projection_matrix * vec4(vertex, 0.0, 1.0); gl_Position = pos; fragTC = vertexTC; }