layout (location = 0) in vec2 v_position; out vec3 v_coord; uniform mat4 u_view; uniform float u_ar; uniform float u_zoom; void main(){ v_coord = (vec4(v_position * vec2(u_ar, 1.0f) * u_zoom, -1.0, 1.0) * u_view).xyz; gl_Position = vec4(v_position, 1.0 - 1e-6, 1.0); }