#version 450 core layout(location = 0) in vec4 Position; layout(location = 1) in vec4 TexCoord; layout(binding=0) 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 canvas_resolution; vec2 viewport_resolution; }world; layout(location=0) out vec4 GeometryTexCoord; void main() { vec4 lt=vec4(Position.xy,vec2(0,1)); vec4 rb=vec4(Position.zw,vec2(0,1)); vec4 lt_fin=lt*world.ortho; vec4 rb_fin=rb*world.ortho; GeometryTexCoord=TexCoord; gl_Position=vec4(lt_fin.xy,rb_fin.xy); }