#version 330 core VSH_BEGIN layout (location = 0) in vec2 vPos; layout (location = 1) in vec2 vUV; uniform mat4 mvp; out vec2 uv; void main() { vec4 clip = mvp * vec4(vPos, -1, 1.0); gl_Position = clip; uv = vUV; } VSH_END FSH_BEGIN uniform sampler2D uiTex; in vec2 uv; out vec4 FragColor; void main() { FragColor = texture(uiTex, uv); } FSH_END