IN(0) vec2 in_position; IN(1) vec2 in_tex_coord_0; UNIFORM_BEGIN UNIFORM_V(vec2 scale) UNIFORM_V(mat4 projection) UNIFORM_F(vec2 sky_offset) UNIFORM_END OUT(0) vec2 tex_coord_0; void main() { // Simple 2d transform. vec2 position = in_position; position *= PARAM(scale); tex_coord_0 = in_tex_coord_0; gl_Position = PARAM(projection) * vec4(position, 0.0, 1.0); }