#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; }