#version 410 core layout (location = 0) in vec3 verCoords; uniform sampler2D source_texture; out vec2 uvcoords; void main() { gl_Position = vec4(verCoords.x, verCoords.y, 0.0, 1.0); uvcoords = vec2((verCoords.x + 1.) * 0.5, (verCoords.y + 1.) * 0.5); }