#version 440 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec2 a_TexCoord; layout(std140, binding = 0) uniform ub_ViewProjection { mat4 u_ViewProjection; }; out vec2 vso_TexCoord; void main() { gl_Position = u_ViewProjection * vec4(a_Position, 1.0); vso_TexCoord = a_TexCoord; }