/// Simple vertex shader for IS and PPS stages. It is used for rendering a quad in the /// screen. Notice that it does not use ftransform(). We dont need it because we can /// get the Normalized Display Coordinates ([-1,1]) simply by looking in the vertex /// position. The vertex positions of the quad are from 0.0 to 1.0 for both axis. layout(location = 0) in vec2 position; out vec2 vTexCoords; void main() { vec2 vertPos = position; // the vert coords are {1.0,1.0}, {0.0,1.0}, {0.0,0.0}, {1.0,0.0} vTexCoords = vertPos; vec2 vertPosNdc = vertPos * 2.0 - 1.0; gl_Position = vec4(vertPosNdc, 0.0, 1.0); }