#version 330 core layout (location = 0) in vec4 aVert; out vec2 texCoords; uniform vec2 screen; uniform vec3 pos; 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, -pos.z, 1); texCoords = aVert.zw; }