#version 450 layout(binding = 0) uniform WorldMatrix { vec2 vp_size; mat4 ortho; mat4 projection; mat4 modelview; mat4 mvp; vec4 view_pos; } world; layout (location = 0) out vec4 outFragcolor; void main() { outFragcolor = vec4(gl_FragCoord.rg/world.vp_size,0.0,1.0); }