[require] GLSL >= 1.10 [fragment shader] #version 130 uniform sampler2D texSampler; in vec3 texCoords; out vec4 out_color; void main() { out_color = texture(texSampler, texCoords.xy); } [vertex shader] #version 130 in vec2 position; in vec3 textureCoords; out vec3 texCoords; void main() { texCoords = textureCoords; gl_Position = vec4(position, 0.0, 1.0); }