#version 330 layout(location = 0) in vec2 texCoordinate; layout(location = 2) in vec3 vertPosition; in vec4 position; out vec2 texCoord; const vec2 screenScale = vec2(0.5, 0.5); void main() { texCoord = vertPosition.xy*screenScale+screenScale; // scale vertex attribute to [0-1] range gl_Position = vec4(vertPosition.xy, 0.0, 1.0); }