uniform vec2 center; uniform vec2 size; uniform vec2 texcenter; uniform vec2 texsize; #if __VERSION__ >= 130 in vec2 position; in vec2 texcoord; out vec2 uv; #else attribute vec2 position; attribute vec2 texcoord; varying vec2 uv; #endif void main() { uv = texcoord * texsize + texcenter; gl_Position = vec4(position * size + center, 0., 1.); }