layout (location=0) in vec2 a_co;
+uniform vec4 uOffset;
+
void main()
{
- gl_Position = vec4(a_co*vec2(0.01,0.1),0.0,1.0);
+ 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);
}