#version 330 core uniform mat4 u_projection; layout (location = 0) in vec2 position; layout (location = 1) in vec4 color; layout (location = 2) in vec2 texcoord; out vec4 v_color; out vec2 v_texcoord; void main() { v_color = color; v_texcoord = texcoord; gl_Position = u_projection * vec4(ceil(position), 0.0, 1.0); }