#if __VERSION__ >= 450
layout(push_constant, std430) uniform u {
	uniform vec2 TextureSize;
};
layout(location = 0) in vec2 VertCoord;
layout(location = 0) out vec3 vTexCoord;
#else
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
in vec3 TexCoord;
out vec3 vTexCoord;
#else
#define COMPAT_VARYING varying 
#define COMPAT_ATTRIBUTE attribute 
#endif
uniform vec2 TextureSize;
COMPAT_ATTRIBUTE vec2 VertCoord;
#endif


void main(void) {
	gl_Position = vec4(VertCoord, 0.0, 1.0);
#if __VERSION__ >= 130
    vTexCoord = vec3((VertCoord + 1.0) / 2.0, 0);
#else
    gl_TexCoord[0].xy = (VertCoord + 1.0) / 2.0;
#endif
}