#version 330 core uniform ProjectionMatrixBuffer { mat4 projection_matrix; }; in vec2 in_position; in vec2 in_texCoord; in vec4 in_color; out vec4 color; out vec2 texCoord; void main() { gl_Position = projection_matrix * vec4(in_position, 0, 1); color = in_color; texCoord = in_texCoord; }