#version 330 #extension GL_ARB_separate_shader_objects : enable layout(location=0) in vec2 inPos; layout(location=1) in vec2 inTex; out gl_PerVertex { vec4 gl_Position; }; layout(location=1) out vec2 texVp; uniform ivec2 viewport; void main() { texVp = inTex * vec2(viewport); gl_Position = vec4(inPos.xy, 0, 1); }