#version 300 es layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec2 vertexUV; uniform vec2 screen; uniform ivec2 size; uniform vec4 color; out highp vec2 uv; out highp vec2 sz; out highp vec4 c; void main() { sz = vec2(size) + 0.5; gl_Position.xyz = vertexPosition_modelspace; gl_Position.w = 1.0; gl_Position.xy *= screen.xy * sz; uv = vertexUV; c = color; }