#ifdef GL_ES precision mediump float; #endif attribute vec2 a_position; uniform vec4 u_viewbox; // [x, y, width, height] uniform vec2 u_resolution; varying vec2 v_pos; void main() { vec2 uv = ( a_position.xy + 1.0 ) * 0.5; uv *= u_viewbox.zw; uv += u_viewbox.xy; v_pos = uv.xy; gl_Position = vec4(a_position.xy, 0.0, 1.0); }