attribute vec4 in_position; attribute vec2 in_texcoord; attribute vec2 in_texcoord2; varying vec2 g_texcoord; varying vec2 g_texcoord2; uniform vec4 g_screenratio; void main() { vec2 halfscreen = vec2( 1.0 / g_screenratio[0], 1.0 / g_screenratio[1] ); vec4 pos = in_position; pos[0] -= halfscreen[0]; pos[1] -= halfscreen[1]; pos[1] *= -1.0; gl_Position = ( pos ) * g_screenratio; g_texcoord = in_texcoord; g_texcoord2 = in_texcoord2; }