#version 330 core layout(location = 0)in vec2 inTexPosition; layout(location = 1)in vec3 inColor; uniform vec2 texRatio; out vec3 color; void main(void) { color = inColor; gl_Position = vec4(inTexPosition.x*texRatio.x -1, inTexPosition.y*texRatio.y -1, 0.0, 1.0); }