#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 + 1)/2 * mDimension.x + mPosition.x) * 2 - 1, ((1-(aPos.y + 1)/2) * mDimension.y + mPosition.y) * 2 - 1 // aPos.y * mDimension.y + (mPosition.y) + (1 - mDimension.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; }