#version 330 layout (location = 0) in vec4 pos; layout (location = 1) in vec2 tuv; uniform mat4 view; out vec2 uv; out vec2 P; void main() { uv = tuv; P = vec2( pos ) * 0.5 + vec2( 0.5, 0.5 ); gl_Position = view * pos; } // EOF