#version 330 core layout (location = 0) in vec3 aPos; 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, -((((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); }