#version 150 core uniform ivec2 Viewport; uniform mat3 Transform; uniform vec4 BoundingBox; uniform int Border; in vec2 Vert; in vec2 Norm; void main() { vec2 vert = mix(BoundingBox.xy, BoundingBox.zw, Vert) + Border * Norm; vec3 pos = Transform * vec3(vert, 1.0); gl_Position.xy = pos.xy * vec2(2.0, -2.0) / Viewport + vec2(-1.0, 1.0); gl_Position.z = 0.0; gl_Position.w = 1.0; }