#version 300 es precision highp float; in vec2 pos; out vec2 texCoord; uniform mat4 mvp; uniform ivec2 gridSize; void main() { float margin = 32.; float ratio = 1. - 2. * margin / float(gridSize.x); texCoord = margin / float(gridSize.x) + ratio * (0.5 * (pos + vec2(1, 1))); gl_Position = mvp * vec4(pos, 0, 1); }