R"(#version 330 core // Input vertex data, different for all executions of this shader. layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec2 texCoords; //// Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 translation; out vec2 v_texcoords; void main(){ // Output position of the vertex, in clip space : MVP * position vec4 pos = MVP * translation * vec4(vertexPosition_modelspace,1); gl_Position = pos; v_texcoords = texCoords; })";