#version 410 core layout (location = 0) in vec3 verCoords; layout (location = 1) in vec2 texCoords; precision highp float; out vec2 textureCoordinates; void main(){ float uv_offscreen = 0.2; gl_Position = vec4(verCoords.x, verCoords.y, 0.0, 1.0); //float uv_offscreen_corr = uv_offscreen / (1. + 2. * uv_offscreen); //textureCoordinates = vec2((1.0 - 2. * uv_offscreen) * texCoords.x + uv_offscreen, (1.0 - 2. * uv_offscreen) * texCoords.y + uv_offscreen); //textureCoordinates = vec2(texCoords.x, texCoords.y); //textureCoordinates = vec2((1.0 - 2. * uv_offscreen_corr) * texCoords.x + uv_offscreen_corr, (1.0 - 2. * uv_offscreen_corr) * texCoords.y + uv_offscreen_corr); textureCoordinates = vec2(texCoords.x, texCoords.y); }