#version 440 layout(location = 0) in vec4 vCoord; layout(location = 1) in vec2 tCoord; layout(location = 0) out vec2 sampleCoord; layout(std140, binding = 0) uniform buf { mat4 modelViewMatrix; mat4 projectionMatrix; vec4 color; vec2 textureScale; float dpr; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { sampleCoord = tCoord * ubuf.textureScale; vec4 xformed = ubuf.modelViewMatrix * vCoord; gl_Position = ubuf.projectionMatrix * vec4(floor(xformed.xyz * ubuf.dpr + 0.5) / ubuf.dpr, xformed.w); }