
in vec4 vertPosition;

out vec2 v_rcpFrame;
noperspective out vec2 v_pos;

layout (std140) uniform genericData {
	float rt_w;
	float rt_h;
};

void main() {
	gl_Position = vertPosition;
	v_rcpFrame = vec2(1.0/rt_w, 1.0/rt_h);
	v_pos = vertPosition.xy*0.5 + 0.5;
}
