attribute vec2 in_position; attribute vec2 in_tex_coord_0; uniform vec2 scale; uniform mat4 projection; varying vec2 tex_coord_0; void main() { // Simple 2d transform. vec2 position = in_position; position *= scale; tex_coord_0 = in_tex_coord_0; gl_Position = projection * vec4(position, 0.0, 1.0); }