#version 450 in vec2 pos; out vec2 texCoord; void main() { // Scale vertex attribute to 0-1 range const vec2 madd = vec2(0.5, 0.5); texCoord = pos.xy * madd + madd; #if defined(HLSL) || defined(METAL) || defined(SPIRV) texCoord.y = 1.0 - texCoord.y; #endif gl_Position = vec4(pos.xy, 0.0, 1.0); }