#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec3 color; layout (location = 2) in vec2 texCoord; out vec3 ourColor; out vec2 TexCoord; void main() { gl_Position = vec4(position, 1.0f); ourColor = color; // We swap the y-axis by substracing our coordinates from 1. This is done because most images have the top y-axis inversed with OpenGL's top y-axis. // TexCoord = texCoord; TexCoord = vec2(texCoord.x, 1.0 - texCoord.y); }