#version 450 core layout(binding=1) uniform WorldMatrix // hgl/math/Math.h { mat4 ortho; mat4 projection; mat4 inverse_projection; mat4 modelview; mat4 inverse_modelview; mat4 mvp; mat4 inverse_mvp; vec4 view_pos; vec2 resolution; }fragment_world; layout(location = 0) out vec4 FragColor; void main() { FragColor=vec4(gl_FragCoord.xy/fragment_world.resolution,0,1); }