layout (location = 0) in vec2 aPos; // pixels, origin bottom-left layout (location = 1) in vec2 aUV; uniform vec2 screenSize; out vec2 UV; void main() { vec2 ndc = (aPos / screenSize) * 2.0 - 1.0; gl_Position = vec4(ndc, 0.0, 1.0); UV = aUV; }