#version 330 core // Input vertex data, different for all executions of this shader. layout(location = 0) in vec3 vertexPosition_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; void main(){ gl_Position = vec4(vertexPosition_modelspace.x, vertexPosition_modelspace.y, -0.99, 1); UV = (vertexPosition_modelspace.xy + vec2(1, 1)) / 2.0; }