#version 330 core uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; layout (location = 0) in vec3 position; layout (location = 1) in vec2 tex_coord; out vec2 frag_tex_coord; void main() { gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0); frag_tex_coord = tex_coord; }