#version 330 core layout (location = 0) in vec2 aScreenCoords; layout (location = 1) in vec2 aTexCoords; out vec2 texCoords; uniform vec2 screenSize; void main() { mat2 scMatrix = mat2(screenSize.x); vec2 viewCoords = scMatrix * aScreenCoords; gl_Position = vec4((2 * aScreenCoords.x) / screenSize.x - 1, 1 - (2 * aScreenCoords.y) / screenSize.y, 0, 0); texCoords = aTexCoords; }