uniform vec2 center; uniform vec2 size; uniform vec2 texcenter; uniform vec2 texsize; #if __VERSION__ >= 130 in vec2 position; in vec2 texcoord; in uvec4 color; out vec2 uv; out vec4 col; #else attribute vec2 position; attribute vec2 texcoord; attribute uvec4 color; varying vec2 uv; varying vec4 col; #endif void main() { col = vec4(color) / 255.; uv = texcoord * texsize + texcenter; gl_Position = vec4(position * size + center, 0., 1.); }