#version 330 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
uniform mat4 worldViewProjection;
out vec2 texCoord;
void main()
{
texCoord = vertexTexCoord;
gl_Position = worldViewProjection * vec4(vertexPosition, 1.0);
}