#version 330 uniform ivec2 uScreenSize; in ivec2 vPosition; flat out ivec2 fPosition; void main() { fPosition = vPosition; // Transform screen coordinates to viewport vec2 pos = vec2(vPosition); pos.x = (pos.x * (2.0 / uScreenSize.x)) - 1.0; pos.y = (pos.y * (2.0 / uScreenSize.y)) - 1.0; pos.y *= -1; gl_Position = vec4(pos, 0.0, 1.0); }