#version 150 in vec4 Position; uniform mat4 ProjMat; uniform vec2 OutSize; out vec2 uv; void main(){ vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0); gl_Position = vec4(outPos.xy, 0.2, 1.0); uv = Position.xy / OutSize; uv.y = 1.0 - uv.y; }