#version 150 in vec2 in_pos; in vec2 in_texcoord; in vec4 in_col; out vec2 g_texcoord; out vec4 g_color; uniform vec4 g_screenratio; void main() { vec2 halfscreen = vec2( 1.0 / g_screenratio[0], 1.0 / g_screenratio[1] ); vec4 pos = vec4( in_pos.x, in_pos.y, 1, 1 ); pos[0] -= halfscreen[0]; pos[1] -= halfscreen[1]; pos[1] *= -1.0; gl_Position = ( pos ) * g_screenratio; g_texcoord = in_texcoord; g_color = in_col; }