#version 460 core layout(location = 0) in vec2 position; out vec2 textureCoords; uniform mat4 transformationMatrix; void main() { gl_Position = transformationMatrix * vec4(position, 0.0, 1.0); textureCoords = vec2((position.x + 1.0) / 2.0, (position.y + 1.0) / 2.0); }