in vec2 position;
in vec2 texcoord;

uniform vec2 texOffsetXY;
uniform vec2 texSizeWH;
uniform vec2 verOffsetXY;
uniform vec2 verSizeWH;
uniform UBOOL flipY;

out vec2 Texcoord;

void main() {
	Texcoord = texOffsetXY + texcoord * texSizeWH;

	// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
	vec2 pos = verOffsetXY + position * verSizeWH;
	pos.x = pos.x * 2.0 - 1.0;
	pos.y = -1.0 * (pos.y * 2.0 - 1.0);

	if (UBOOL_TEST(flipY)) {
		pos.y *= -1.0;
	}

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