#version 330 core layout (location = 0) in vec3 aVert; layout (location = 2) in vec2 aTexCoords; out vec2 texCoords; uniform vec2 screen; void main(){ float x, y; x = (aVert.x - screen.x * .5) / (screen.x * .5); y = (screen.y * .5 - aVert.y) / (screen.y * .5); gl_Position = vec4(x, y, aVert.z, 1); texCoords = aTexCoords; }