#version 330 core layout (location = 0) in vec2 aScreenCoords; layout (location = 1) in vec2 aTexCoords; out vec2 texCoords; uniform mat4 transMatrix; uniform mat4 orthoMatrix; void main() { gl_Position = orthoMatrix * transMatrix * vec4(aScreenCoords, 0.0, 1.0); texCoords = aTexCoords; }