#version {VERSION} uniform vec2 Pos, Scroll; uniform vec2 p1, p2; in vec2 aVertexPosition; in vec2 aVertexTexCoord; out vec2 vTexCoord; void main() { gl_Position = vec4((aVertexPosition + Pos - Scroll) * p1 + p2, 0, 1); vTexCoord = aVertexTexCoord; }