#version 450 core #pragma include ./shared.glsl #pragma include ../../misc/camera.glsl in vec3 inPosition; uniform mat4 uModel; out FragmentData fragmentData; void main() { fragmentData.texCoords = 2.0 * inPosition.xy; gl_Position = uCamera.projection * uCamera.view * uModel * vec4(2.0 * inPosition, 1.0); }