precision highp float; layout(location = 0) in vec4 position; layout(location = 1) in vec2 textureCoordinates; layout(location = 0) uniform vec2 scale; layout(location = 3) uniform vec2 offset; out vec2 interpolatedTextureCoordinates; out float interpolated_frag_depth; void main() { interpolatedTextureCoordinates = textureCoordinates; 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); interpolated_frag_depth = -position.z; }