precision highp float; layout (location = 0) uniform vec2 scale; layout (location = 1) uniform vec2 offset; layout (location = 0) in vec4 position; layout (location = 1) in vec2 texcoords; noperspective out vec2 frag_texcoords; void main() { frag_texcoords = texcoords; float cx = 2/scale.x, cy = 2/scale.y; float x = -position.y, y = -position.x, z = position.z; gl_Position = vec4((x-y+offset.x)*cx, (x+y+z*2)*cx*0.75-offset.y*cx, 0, 1); }