#version 450 layout (location = 0) in vec3 vertexPosition; layout (location = 0) out vec3 vertexViewSpacePosition; layout (location = 1) out vec2 vertexTexCoords; void main() { // Handle texCoords if (vertexPosition.x < 0) vertexTexCoords.x = 0; if (vertexPosition.y < 0) vertexTexCoords.y = 0; if (vertexPosition.x > 0) vertexTexCoords.x = 1; if (vertexPosition.y > 0) vertexTexCoords.y = 1; // Handle position vertexViewSpacePosition = vertexPosition; gl_Position = vec4(vertexPosition, 1.0); }