attribute vec3 in_Position; // (x,y,z) attribute vec4 in_Colour; // (r,g,b,a) varying vec4 v_vColour; varying vec2 v_vPosition; uniform vec2 flipPos; uniform vec2 flipSize; void main() { vec4 object_space_pos = vec4( in_Position, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vPosition = (in_Position.xy - flipPos) / flipSize; }