uniform vec2 Scroll; uniform vec2 r1, r2; attribute vec4 aVertexPosition; attribute vec4 aVertexTexCoord; varying vec4 vTexCoord; void main() { vec2 p = (aVertexPosition.xy - Scroll.xy)*r1 + r2; gl_Position = vec4(p.x,p.y,0,1); vTexCoord = aVertexTexCoord; }