#version 330 core in vec2 position; in vec2 uvCoords; out vec2 uvCoordinates; uniform mat4 projection; uniform mat4 transformation; uniform vec2 uvBase; uniform vec2 uvDelta; uniform int italic; void main(void) { vec2 pos = vec2(position.x, position.y); if(italic == 1) { pos = vec2(position.x - position.y / 4.0, position.y); } uvCoordinates = uvBase + uvCoords * uvDelta; gl_Position = projection * transformation * vec4(pos, 0.0, 1.0); }