#version 330 core layout (location = 0) in vec3 aPos; out vec3 texCoords; uniform mat4 projection; uniform mat4 view; void main() { vec4 pos = projection * view * vec4(aPos, 1.0f); // Having z equal w will always result in a depth of 1.0f gl_Position = vec4(pos.x, pos.y, pos.w, pos.w); // We want to flip the z axis due to the different coordinate systems (left hand vs right hand) texCoords = vec3(aPos.x, aPos.y, -aPos.z); }