#version 330 layout(location = 0) in vec3 aPosition; out vec3 vTexCoord; uniform mat4 uProjectionMatrix; uniform mat4 uViewMatrix; void main() { // Strip translation column from camera's 4x4 matrix mat4 view = mat4(mat3(uViewMatrix)); gl_Position = uProjectionMatrix * view * vec4(aPosition, 1.0); vTexCoord = aPosition; }