#version 330 core layout (location = 0) in vec4 vertex; // out vec2 TexCoords; uniform mat4 pm; //uniform mat4 projection; void main() { TexCoords = vertex.zw; //gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0); gl_Position = pm * vec4(vertex.xy, 0.0, 1.0); }