#version 300 es layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec2 vertexUV; uniform vec2 screen; uniform vec2 size; out highp vec2 uv; void main() { gl_Position.xyz = vertexPosition_modelspace; gl_Position.w = 1.0; gl_Position.xy *= screen.xy * size.xy; gl_Position.x -= 1.0 - (screen.x * size.x); gl_Position.y -= 1.0 - (screen.y * size.y); gl_Position.x += screen.x * 10.0; gl_Position.y += screen.y * 10.0; uv = vertexUV; }