Thu, 01 May 2025 15:26:01 +0200
remove separate depth attribute and use the z-coordinate instead
#version 400 core layout(location = 0) in vec2 position; out vec2 texcoord; out vec2 uvcoord; uniform mat4 projection; uniform mat4 view; uniform mat4 model; void main(void) { vec4 pos = projection*view*model*vec4(position.xy, 0.0, 1.0); gl_Position = pos; uvcoord = position; texcoord = vec2(model[0].x, model[1].y)*position; }