in vec2 position; in vec2 texcoord; uniform vec2 sizeWH; uniform vec2 offsetXY; uniform vec2 texOffsetXY; uniform vec2 texScale; out vec2 Texcoord; void main() { vec2 tex = texcoord; tex.y = 1.0 - tex.y; tex *= texScale; Texcoord = texOffsetXY + tex; vec2 pos = offsetXY + position * sizeWH; pos.x = pos.x * 2.0 - 1.0; pos.y = -1.0 * (pos.y * 2.0 - 1.0); gl_Position = vec4(pos, 0.0, 1.0); }