precision highp float; layout (location = 0) uniform vec2 scale; layout (location = 1) uniform vec3 offset; layout (location = 0) in vec4 position; layout (location = 1) in vec2 texcoords; layout (location = 2) in float depth; noperspective out vec2 frag_texcoords; void main() { float x = -position.y, y = -position.x, z = position.z; gl_Position = vec4((x-y+offset.x)*scale.x, ((x+y+z*2)*.59-offset.y)*scale.y, offset.z + depth, 1); frag_texcoords = texcoords; }