#version 150 in vec4 position; in vec2 texCoord; out Vertex { vec2 vTexCoord; vec2 data_pix_no; float data_one; }; uniform vec4 sourceSize[]; void main() { gl_Position = position; vTexCoord = texCoord; data_pix_no = vTexCoord.xy * sourceSize[0].xy - vec2(0.0, 0.5); data_one = sourceSize[0].w; }