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