#version 330 core layout (location = 0) in vec2 pos; // out vec2 texCoords; uniform mat4 transform; uniform mat4 projection; uniform vec2 textureScale; uniform bool hovering; void main() { gl_Position = transform*vec4(pos.x, pos.y, 0.f, 1.f); texCoords = textureScale*vec2((pos.x+1.f)/2.f, (pos.y+1.f)/2.f); //texCoords = textureScale * (pos.x - 0.5f) + 0.5f; }