#version 330/* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels) to the fragment shader for drawing the border. */uniformmat4MVP;uniformvec2u_size;invec2v_position;noperspectiveoutvec2f_uv;voidmain(){f_uv=v_position*u_size;gl_Position=MVP*vec4(v_position,0.0,1.0);}