in vec2 position;
in vec2 texcoord;

uniform vec2 texcrop;
uniform vec2 offsetXY;
uniform vec2 sizeWH;

out vec2 Texcoord;

void main() {
	Texcoord = texcoord * texcrop;
	// Coordinates are [0.0;1.0], transform [-1.0; 1.0] and flip Y
	vec2 pos = offsetXY + position * sizeWH;
	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);
}
