#version 420 in layout(location=0) vec2 Model_Position; uniform mat4 M_totalTransform; out vec4 Fragment_Color; out vec2 Fragment_Uv; void main() { Fragment_Color = vec4(1.0, 1.0, 1.0, 1.0); Fragment_Uv = vec2( (Model_Position.x + 1.0)/2.0, 1.0 - (Model_Position.y + 1.0)/2.0 ); gl_Position = M_totalTransform * vec4(Model_Position, 0.0, 1.0); }