//uniform mat4 g_WorldViewProjectionMatrix;
uniform vec2 g_Resolution;
uniform vec4 g_ViewPort;
uniform vec3 m_LightPosition;

in vec4 inPosition;
in vec2 inTexCoord;
out vec2 texCoord;
out vec2 lightPos;

void main() {
    vec2 pos = inPosition.xy* 2.0 - 1.0;   
    gl_Position = vec4(pos, 0.0, 1.0);
    lightPos=m_LightPosition.xy;
    texCoord = inTexCoord;
}