#version 150 core precision highp float; uniform vec2 resolution; in vec2 uv; in vec4 color; in vec2 position; out vec4 vtx_color; out vec2 vtx_uv; void main() { vtx_color = color; vtx_uv = uv; vec2 pos2d = (vec2(2., -2.) * (position / resolution)) + vec2(-1, 1); gl_Position = vec4(pos2d, 0., 1.); }