#version 330 core layout (location = 0) in vec3 aPos; layout (location = 4) in vec2 aTexCoords; out vec2 TexCoords; uniform vec3 mPosition; uniform vec3 mDimension; uniform vec3 tPosition; uniform vec3 tDimension; void main(){ vec2 finalPos = vec2( aPos.x * mDimension.x - (1 - mDimension.x) + mPosition.x, aPos.y * mDimension.y + (1 - mDimension.y) - mPosition.y ); gl_Position = vec4(finalPos.x, finalPos.y, 0.0, 1.0); vec2 finalTex = vec2( aTexCoords.x * tDimension.x + tPosition.x, aTexCoords.y * tDimension.y + tPosition.y ); // vec2 finalTex = aTexCoords; // vec2 finalTex = vec2( // aTexCoords.x + 0.7, // aTexCoords.y // ); TexCoords = finalTex; }