void main() { /* The position represents a 0-1 square, we first scale it by the size we want to have it on * screen next we divide by the fullscreen size, this will bring everything in range [0,1]. Next * we scale to NDC range [-1,1]. */ gl_Position = vec4((((pos * size + dst_offset) / fullscreen) * 2.0 - 1.0), 1.0, 1.0); vec2 uvoff = (src_offset / fullscreen); uvcoordsvar = vec4(pos + uvoff, 0.0, 0.0); }