#version 400 in vec3 vPosition; out vec2 texCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(vPosition, 1); gl_Position = projection * view * model * vec4(vPosition, 1); // normalize to within [0,1] texCoord = (vPosition.xy + 1) / 2.f; }