#version 450 core const float GLOW_SIZE_FACTOR = 2.00; layout (location = 0) in vec3 position; layout (std140, binding = 0) uniform Camera { mat4 projection; mat4 view; vec2 size; } camera; layout (location = 1) uniform mat4 model; out FragmentData { vec2 texCoords; } data; void main() { data.texCoords = position.xy * GLOW_SIZE_FACTOR + vec2(0.5); gl_Position = camera.projection * camera.view * model * vec4(position * GLOW_SIZE_FACTOR, 1.0); }