#version 330 core layout (location = 0) in vec4 vertex; // out vec2 TexCoords; uniform vec2 screenSize; void main() { vec2 ndc = (vertex.xy / screenSize) * 2.0 - 1.0; ndc.y = -ndc.y; gl_Position = vec4(ndc, 0.0, 1.0); TexCoords = vertex.zw; }