#version 330 core layout (location = 0) in vec2 vertex; layout (location = 1) in vec2 uv; layout (location = 2) in vec4 vColor; out vec2 texcoords; uniform mat4 proj; uniform mat4 mpv; void main() { texcoords = uv; gl_Position = mpv * proj * vec4(vertex, 0.0, 1.0); }