#version 450 core layout (location = 0) in vec2 inPos; layout (location = 1) in vec2 inUV; layout (location = 0) out vec2 outUV; out gl_PerVertex { vec4 gl_Position; }; void main(void) { gl_Position = vec4(inPos, 0.0, 1.0); outUV = inUV; }