#version 330 #extension GL_ARB_separate_shader_objects : enable layout(location=0) in vec2 inPos; layout(location=1) in vec2 inTex; out gl_PerVertex { vec4 gl_Position; }; layout(location=1) out vec2 fsTex; uniform mat4 proj; uniform mat4 camera; uniform mat4 world; void main() { fsTex = inTex; gl_Position = proj * camera * world * vec4(inPos.x, inPos.y * 3.8, 0, 1); }