#version 330

in vec4 Position;

uniform vec2 OutSize;

out vec2 texCoord;
out vec2 oneTexel;

void main() {
    float x = -1.0; 
    float y = -1.0;
    if (Position.x > 0.001){
        x = 1.0;
    }
    if (Position.y > 0.001){
        y = 1.0;
    }
    gl_Position = vec4(x, y, 0.2, 1.0);

    texCoord = Position.xy / OutSize;
    oneTexel = 1.0 / OutSize;
}
