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uniform vec4 gpModelMatrix[4];
noperspective out vec4 uvcoordsvar;
void main()
{
mat4 model_matrix = mat4(gpModelMatrix[0], gpModelMatrix[1], gpModelMatrix[2], gpModelMatrix[3]);
int v = gl_VertexID % 3;
float x = -1.0 + float((v & 1) << 2);
float y = -1.0 + float((v & 2) << 1);
gl_Position = ViewProjectionMatrix * (model_matrix * vec4(x, y, 0.0, 1.0));
uvcoordsvar = vec4((gl_Position.xy / gl_Position.w + 1.0) * 0.5, 0.0, 0.0);
}
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