uniform mat4 ModelViewMatrix; uniform vec3 Position; uniform vec2 Size; #if __VERSION__ >= 330 layout(location = 0) in vec2 Corner; layout(location = 3) in vec2 Texcoord; #else in vec2 Corner; in vec2 Texcoord; #endif out vec2 uv; void main(void) { uv = Texcoord; vec4 Center = ModelViewMatrix * vec4(Position, 1.); gl_Position = ProjectionMatrix * (Center + vec4(Size * Corner, 0., 0.)); }