#version 460 core layout(location = 0) in vec3 position; layout(location = 1) in vec2 textureCoordinates; uniform mat4 modelTransform; uniform mat4 viewTransform; uniform mat4 projectionTransform; out vec2 fragmentTextureCoordinates; void main() { gl_Position = projectionTransform * viewTransform * modelTransform * vec4(position, 1.0f); fragmentTextureCoordinates = vec2(textureCoordinates.x, 1.0f - textureCoordinates.y); }