layout(location = 0) in vec3 v_vert; layout(location = 1) in vec2 v_coord; out vec2 f_coord; out vec4 f_clip_pos; out vec4 f_clip_future_pos; #include void main() { f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0f); f_clip_future_pos = (projection * future * modelview) * vec4(v_vert, 1.0f); gl_Position = f_clip_pos; f_coord = v_coord; }