11 lines
203 B
GLSL

#version 410 core
layout(location = 0) in vec2 aPos; // Vertex position
out vec2 vUV;
void main() {
vUV = (aPos + 1.0) / 2.0; // NDC [-1,1] -> UV [0,1]
gl_Position = vec4(aPos, 0.0, 1.0);
}