#version 330 layout (location = 0) in vec2 pos; out vec2 apos; layout (std140) uniform Projection { mat4 projection; }; uniform vec2 offset; void main() { // vec4 ipos = inverse(projection) * vec4(pos, 0.f, 1.f); apos = pos * vec2(600, 360); // apos = pos + offset; gl_Position = vec4(pos, 0.f, 1.f); }