#version 330 core in vec2 pos; in uvec4 col; in vec2 uvPos; out vec4 color; out vec2 uv; uniform vec2 translation; layout (std140) uniform Globals { mat4 projView; mat4 proj; mat4 invProj; mat4 view; uvec2 viewportSize; vec4 ssaoKernels[64]; float globalTime; float dayTime; float gamma; }; void main() { float x = ((pos.x + translation.x) / viewportSize.x) * 2.0f - 1.0f; float y = ((pos.y + translation.y) / viewportSize.y) * 2.0f - 1.0f; gl_Position = vec4(x, -y, -1.0f, 1.0f); color = vec4(float(col.x) / 255.0f, float(col.y) / 255.0f, float(col.z) / 255.0f, float(col.w) / 255.0f); uv = uvPos; }