uniform mat4 ModelViewMatrix; uniform mat4 ProjectionMatrix; uniform vec3 Position; uniform vec2 Size; #if __VERSION__ >= 130 in vec2 Corner; in vec2 Texcoord; out vec2 uv; #else attribute vec2 Corner; attribute vec2 Texcoord; varying vec2 uv; #endif void main(void) { uv = Texcoord; vec4 Center = ModelViewMatrix * vec4(Position, 1.); gl_Position = ProjectionMatrix * (Center + vec4(Size * Corner, 0., 0.)); }