#version 330 core uniform mat4 mvp; layout (location = 0) in vec3 vertices; layout (location = 1) in vec2 texCoords; out vec2 iTexCoords; out float percent; void main() { iTexCoords = texCoords; vec4 position = mvp * vec4(vertices, 1); percent = (position.x + 1) / 4 - (position.y - 1) / 4; gl_Position = position; }