#version 150 in vec4 vertex; // in vec2 uv0; uniform mat4 worldViewProj; out vec2 oUv0; void main() { gl_Position = worldViewProj * vertex; // oUv0 = uv0; vec2 inPos = sign(vertex.xy); oUv0 = (vec2(inPos.x, -inPos.y) + 1.0) * 0.5; }