#version 330 core layout (location = 0) in vec2 vertex; layout (location = 1) in vec2 rect; layout (location = 2) in vec3 vColor; out vec2 TexCoords; out vec3 fColor; uniform mat4 projection; void main() { gl_Position = projection * vec4(vertex, 0.0, 1.0); TexCoords = rect; fColor = vColor; }