#version 330 core uniform uvec2 viewportSize; uniform mat4 rotationMat; layout (location = 0) in vec2 pos; layout (location = 1) in uvec4 color; layout (location = 2) in vec2 tex_coord; out VS_OUT { vec4 color; vec2 tex_coord; } vs_out; void main() { float x = (pos.x - viewportSize.x) / viewportSize.x; float y = ((pos.y - viewportSize.y) / viewportSize.y) * -1; gl_Position = vec4(x, y, -1.0f, 1.0f); vs_out.color = vec4(float(color.x) / 255.0f, float(color.y) / 255.0f, float(color.z) / 255.0f, float(color.w) / 255.0f); vs_out.tex_coord = tex_coord; }