#version 330 core

layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aTexCoord;

out vec2 FragCoord;

void main()
{
    gl_Position = vec4(aPos, 0.0, 1.0);
    FragCoord = (aPos + 1.0) * 0.5 * 800.0;
}
