#version 420
in layout(location=0) vec3 Model_Position;
out vec2 Fragment_Uv;
uniform mat4 M_MVP;
void main()
{
Fragment_Uv = vec2( (Model_Position.x + 1.0)/2.0, (Model_Position.y + 1.0)/2.0 );
gl_Position = M_MVP * vec4(Model_Position, 1.0);
}
