#version 330 core uniform vec2 resolution; uniform float time; uniform vec2 camera; layout(location = 0) in vec2 pos; layout(location = 1) in vec4 color; layout(location = 2) in vec2 uv; vec2 project_point(vec2 point) { return (2.0 * (point - camera)) / resolution; } out vec4 out_color; void main() { gl_Position = vec4(project_point(pos), 0, 1); out_color = color; }