Hello,

I wrote a simple GLSL vertex and fragment shader as follows:

```
#version 150
uniform mat4 ciModelViewProjection;
in vec4 ciPosition;
void main()
{
gl_Position = ciModelViewProjection * ciPosition;
}
```

```
#version 150
uniform vec2 uResolution;
out vec4 oFragColor;
void main()
{
oFragColor = vec4(vec3(gl_FragCoord.x < uResolution.x ? 0 : 1), 1.0);
}
```

and draw() and resize() as follows:

```
void ExampleApp::draw()
{
ci::gl::clear(ci::Color(0, 0, 0));
ci::gl::ScopedGlslProg scopedGlslProg(mGlslProg);
{
ci::gl::drawSolidRect(ci::Rectf(ci::vec2(0, 0), ci::vec2(getWindowSize())));
}
}
void ExampleApp::resize()
{
if (mGlslProg)
{
mGlslProg->uniform("uResolution", ci::vec2(getWindowSize()));
}
}
```

So, I think the result would be a white rectangle, but I got:

Does anyone know why the gl_FragCoord is larger than the window size?