#version 330


// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;

// Output data ; will be interpolated for each fragment.
out vec2 fragCoord;

void main()
{
    gl_Position =  vec4(vertexPosition_modelspace,1);
    fragCoord  = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
}