attribute vec2 in_Position; attribute vec2 in_TexCoord0; attribute float in_Intensity; varying vec2 texCoord; varying float intensity; uniform float screenRatio; void main(void) { float offset = 0.5 - screenRatio * 0.5; gl_Position = vec4(in_Position.x * screenRatio, in_Position.y, 0.0, 1.0); texCoord = vec2(in_TexCoord0.x * screenRatio + offset, in_TexCoord0.y); intensity = in_Intensity; }