in vec2 position;

uniform vec2 scaleWH;

void main() {
	// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
	vec2 pos = position * scaleWH;
	pos.x = pos.x * 2.0 - 1.0;
	pos.y = -1.0 * (pos.y * 2.0 - 1.0);

	gl_Position = vec4(pos, 0.0, 1.0);
}
