layout(location = 0) in vec3 inPosition; layout(location = 0) out vec2 uv; out gl_PerVertex { vec4 gl_Position; }; layout(binding = 0) uniform UniformMatrixData { mat4 view; mat4 proj; mat4 model; vec4 color; } umd; void main() { gl_Position = umd.proj * umd.view * umd.model * vec4(inPosition, 1.0); uv = inPosition.xy * vec2(0.5) + vec2(0.5); uv.y *= -1; }