#pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 pix_no; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy); }