layout (location=0) in vec2 a_co; uniform vec4 uOffset; void main() { float fbarx = (a_co.x+uOffset.x) * uOffset.z; float fbary = a_co.y*uOffset.w + uOffset.y; vec2 vpos = vec2( fbarx, fbary ); gl_Position = vec4(vpos,0.0,1.0); }