uniform vec4 u_clip_adjustment; | |
uniform mat3 u_view_matrix; | |
attribute vec2 a_position; | |
attribute vec2 a_texcoord; | |
varying vec2 v_texcoord; | |
void main() { | |
vec3 pos2d = u_view_matrix * vec3(a_position, 1); | |
gl_Position = vec4(pos2d.xy * u_clip_adjustment.xy + | |
u_clip_adjustment.zw, 0, pos2d.z); | |
v_texcoord = a_texcoord; | |
} |