#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); }