// -*-C++-*- #version 330 core in vec2 pos; in vec2 textureUV; uniform mat4 sh_Model; uniform mat4 sh_Ortho; uniform mat3 paintInverted; out vec2 texImageCoord; out vec2 paintCoord; void main() { gl_Position = vec4(pos, 0, 1); texImageCoord = textureUV; paintCoord = (paintInverted * vec3(pos, 1)).xy; }