#version 330 in vec3 vertexPosition; in vec2 vertexTexCoord; in vec4 vertexColor; out vec2 fragTexCoord; out vec4 fragColor; out vec2 fragWorldPos; uniform mat4 mvp; void main() { fragTexCoord = vertexTexCoord; fragColor = vertexColor; fragWorldPos = vertexPosition.xy; gl_Position = mvp * vec4(vertexPosition, 1.0); }