#version 460 layout(location = 0) in vec2 inTexCoords; layout(location = 0) out vec3 coords; uniform float reflectionMapSize; void main() { coords = vec3((inTexCoords*2 - vec2(1, 1))*(reflectionMapSize + 1)/reflectionMapSize, 1); gl_Position = vec4(inTexCoords*2 - vec2(1, 1), 0, 1); }