#version 330 core layout (location = 0) in vec3 aPos; // uniform mat4 model; // uniform mat4 view; // uniform mat4 projection; uniform mat4 ScreenSpaceTransform; void main() { //gl_Position = projection * view * model * vec4(aPos, 1.0); gl_Position = ScreenSpaceTransform * vec4(aPos, 1.0); }