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