#version 450 core layout (location = 0) in vec4 vertex; // uniform mat4 model; // note that we're omitting the view matrix; the view never changes so we basically have an identity view matrix and can therefore omit it. uniform mat4 projection; out vec2 TexCoords; void main() { TexCoords = vertex.zw; gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0); }