#version 330 core in vec2 position; in vec2 uvCoords; out vec2 uvCoordinates; uniform mat4 projection; uniform mat3x2 transformation; uniform vec2 uvBase; uniform vec2 uvDelta; void main(void) { gl_Position = projection * vec4(transformation * vec3(position.x, position.y, 1.0), 0.0, 1.0); uvCoordinates = uvBase + uvCoords * uvDelta; }