//version 330 core layout (location = 0) in vec2 aPos; layout (location = 1) in vec2 aTexCoord; uniform float u_window_width; uniform float u_window_height; out vec2 uv; void main() { // float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u); // float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u); float px = (aPos.x / u_window_width) * 2.0 - 1.0; float py = 1.0 - (aPos.y / u_window_height) * 2.0; gl_Position = vec4(px, py, 0.0, 1.0); // gl_Position = vec4(-1.0 + x*2.0, 0.0-(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-) // uv = vec2(x, y); // normal(y),flipped(1.0-y) uv = aTexCoord; // normal(y),flipped(1.0-y) }