#version 150 core in vec4 a_Pos; in vec2 a_TexCoord; out vec2 v_TexCoord; layout (std140) uniform Locals { mat4 u_Transform; }; void main() { v_TexCoord = a_TexCoord; gl_Position = u_Transform * a_Pos; gl_ClipDistance[0] = 1.0; }