layout(location = 0) in vec3 v_vert; layout(location = 2) in vec2 v_coords; out vec2 g_coords; #include void main() { vec4 clip_pos = projection * vec4(v_vert, 1.0f); gl_Position = vec4(clip_pos.xz, 0.5, 1.0); g_coords = v_coords; }