#version 330 core layout (location = 0) in vec3 position; layout (location = 2) in vec2 UvCoordinates; out vec2 UvPosition; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position, 1.0f); UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); }