#version 300 es layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec2 vertexUV; uniform vec4 mouse; out highp vec2 uv; void main() { gl_Position.xyz = vertexPosition_modelspace; gl_Position.w = 1.0; gl_Position.x += 1.0f; gl_Position.y -= 1.0f; gl_Position.x *= mouse.z; gl_Position.y *= mouse.w; gl_Position.x += mouse.x; gl_Position.y -= mouse.y; uv = vertexUV; }