#version 100 // Input vertex attributes attribute vec3 vertexPosition; attribute vec2 vertexTexCoord; attribute vec4 vertexColor; // Input uniform values uniform mat4 mvp; // Output vertex attributes (to fragment shader) varying vec2 fragTexCoord; varying vec4 fragColor; // custom attribute vec2 camera; attribute vec2 origin; attribute mat3 transform; void main() { fragTexCoord = vertexTexCoord; fragColor = vertexColor; vec3 pos = transform * (vertexPosition - vec3(origin, 0.0)) + vec3(origin, 0.0); gl_Position = mvp * vec4(pos - vec3(camera, 0.0), 1.0); }