uniform float scale; uniform vec2 offset; uniform vec2 scalexy; uniform bool solofx; varying vec2 vTexCoord; void main() { vec3 Position = gl_Vertex.xyz; //gl_Position = vec4(Position.xyz, 1.0); if (solofx) vTexCoord = Position.zx; else vTexCoord = Position.xy; vTexCoord+=offset; vTexCoord/=scalexy; gl_Position = ftransform(); }