#version 150 in vec4 position; in vec2 texCoord; out Vertex { vec2 vTexCoord; float data_pix_no; float data_one; }; uniform vec4 sourceSize[]; void main() { gl_Position = position; vTexCoord = texCoord; data_pix_no = vTexCoord.x * sourceSize[0].x; data_one = sourceSize[0].z; }