#version 450 layout(location = 0) in vec2 inPosition; layout(location = 0) out vec2 outTexCoord; void main() { gl_Position = vec4(inPosition, 0.0, 1.0); outTexCoord = inPosition * 0.5 + 0.5; outTexCoord.y = 1.0 - outTexCoord.y; }