#version 400 core in vec2 position; out vec2 textureCoords; uniform mat4 transformationMatrix; void main(void) { gl_Position = transformationMatrix * vec4(position, 0.0, 1.0); textureCoords = vec2((position.x + 1.0)/ 2.0, 1 - (position.y + 1.0)/2.0); }