#version 330 core out vec2 texImageCoord; out vec2 paintCoord; in vec2 pos; in vec2 textureUV; uniform mat4 sh_Model; uniform mat4 sh_Ortho; uniform mat3 paintInverted; void main() { gl_Position = sh_Ortho * sh_Model * vec4(pos, 0.0, 1.0); texImageCoord = textureUV; paintCoord = (paintInverted * vec3(pos, 1.0)).xy; }