#version 450 core layout(location = 0) in vec2 Vertex; layout(location = 1) in vec2 TexCoord; layout(binding = 0) uniform WorldMatrix { mat4 ortho; mat4 projection; mat4 modelview; mat4 mvp; vec4 view_pos; } world; layout(location = 0) out vec2 FragmentTexCoord; void main() { FragmentTexCoord=TexCoord; gl_Position=vec4(Vertex,0.0,1.0)*world.mvp; }