#ifdef Explicit_Attrib_Location_Usable layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; layout(location = 2) in vec4 Color; layout(location = 3) in vec2 Texcoord; layout(location = 4) in vec2 SecondTexcoord; layout(location = 5) in vec3 Tangent; layout(location = 6) in vec3 Bitangent; #else in vec3 Position; in vec3 Normal; in vec4 Color; in vec2 Texcoord; in vec2 SecondTexcoord; in vec3 Tangent; in vec3 Bitangent; #endif uniform vec2 fullscreen; out vec2 uv; out vec4 color; void main(void) { color = Color.zyxw; vec3 P = Position / vec3(fullscreen, 1.); P = 2. * P - 1.; P.y *= -1.; gl_Position = vec4(P, 1.); uv = Texcoord; }