#version 330 core layout (location = 0) in vec2 aPosition; layout (location = 1) in vec2 aTexCoord; uniform mat4 uMVPMatrix; out vec2 texCoord; void main() { // Pass the texture coordinate to the fragment shader texCoord = aTexCoord; // Transform the position to screen coordinates gl_Position = uMVPMatrix * vec4(aPosition, 0.0f, 1.0f); }