#version 150 // our projection and translation matrices uniform mat4 proj_matrix, mv_matrix; // attributes attribute vec3 vp; // vertex position attribute vec2 uv; // UV map uniform vec2 uv_offset; // offset within the UV map // output varying vec2 frag_uv; void main() { vec4 eye = mv_matrix * vec4(vp, 1.0); gl_Position = proj_matrix * eye; frag_uv = vec2(uv.s+uv_offset.x, 1.0 - uv.t+uv_offset.y); //frag_uv = vec2(uv.s, 1.0 - uv.t); }