in vec4 AttrPosition; in vec4 AttrColor0; in vec4 AttrColor1; in vec4 AttrTexCoord0; out vec4 PixelColor0; out vec4 PixelColor1; out vec4 PixelTexCoord0; uniform vec4 ScreenSize; void main() { gl_Position = vec4(AttrPosition.xy / ScreenSize.xy * 2.0 - 1.0, 1.0, 1.0); #if defined(EGAMMACORRECTION) gl_Position.y = -gl_Position.y; #endif PixelColor0 = AttrColor0.bgra; PixelColor1 = AttrColor1.bgra; PixelTexCoord0 = AttrTexCoord0; }