#version 330 core uniform ivec2 viewsize; layout(location = 0) in vec2 position; layout(location = 2) in vec4 color; out vec4 col; void main() { vec2 v = vec2(float(viewsize.x), float(viewsize.y)); vec2 p = vec2(position.x*2.0/v.x - 1.0, 1.0 - position.y*2.0/v.y); vec4 pos = vec4(p.x, p.y, 0.0f, 1.0f); gl_Position = pos; col = color; }