#version 140 in vec2 position; out vec2 textureCoords; uniform mat4 transformationMatrix; void main(void){ gl_Position = transformationMatrix * vec4(position.x , position.y, 0.0, 1.0); textureCoords = vec2((position.x+1.0)/2.0, 1 - (position.y+1.0)/2.0); }