#version 330 core layout (location = 0) in vec2 aPos; layout (location = 1) in vec2 aTexCoords; out vec2 TexCoords; uniform vec2 normalizedCenterPos; uniform vec2 normalizedCenterScale; uniform float z; uniform float rotation; void main() { gl_Position = vec4(normalizedCenterPos + aPos * normalizedCenterScale,0.0f,1.0f); TexCoords = aTexCoords; }