#version 430 uniform mat4 MVP; layout (location = 0) in vec3 Position; layout (location = 2) in vec2 TextureCoord; uniform mat4 depthBiasMVP; out VertexData { vec3 Position; vec2 TextureCoord; } Output; void main() { gl_Position = MVP * vec4(Position, 1.0); Output.Position = Position; Output.TextureCoord = (vec2(Position) + 1.0) / 2.0; }