#version 460 layout (location = 0) in vec2 vertex; layout (location = 1) in vec2 tcoord; layout (location = 0) out vec2 ftcoord; layout (location = 1) out vec2 fpos; layout (std140, binding = 0) uniform View { vec2 size; } view; void main(void) { ftcoord = tcoord; fpos = vertex; gl_Position = vec4(2.0*vertex.x/view.size.x - 1.0, 1.0 - 2.0*vertex.y/view.size.y, 0, 1); };