#version 330 core // -------------------------------------------------------------------------------- // Vertex inputs // -------------------------------------------------------------------------------- layout (location = 0) in vec2 v_in_p; layout (location = 1) in vec2 v_in_t; // -------------------------------------------------------------------------------- // Vertex outputs // -------------------------------------------------------------------------------- out vec2 v_p; out vec2 v_t; // -------------------------------------------------------------------------------- // Main // -------------------------------------------------------------------------------- void main() { v_p = v_in_p; v_t = v_in_t; gl_Position = vec4(v_p.x, v_p.y, -1.0f, 1.0f); }