#version 330 core uniform vec4 transform; layout (location = 0) in vec3 position; layout (location = 1) in vec2 UvCoordinates; out vec2 uv; vec2 TransfromWidgetCoord() { vec2 origin = vec2((transform.x * 2.0f) - 1.0f, (0.5 - transform.y) * 2.0f); float x = transform.x; float y = transform.y; float w = transform.z; float h = transform.w; vec2 A = vec2(x, 1 - y - h); vec2 B = vec2(x + w, 1 - y); vec2 ret = vec2(A + position.xy * (B - A)); return vec2(ret.x-1.0f,ret.y); } void main(){ uv = UvCoordinates; gl_Position = vec4(TransfromWidgetCoord(),0,1); }