in vec2 position;
in vec2 texcoord;

uniform vec2 sizeWH;
uniform vec2 offsetXY;

uniform vec2 texOffsetXY;
uniform vec2 texScale;

out vec2 Texcoord;

void main() {
	vec2 tex = texcoord;
	tex.y = 1.0 - tex.y;
	tex *= texScale;
	Texcoord = texOffsetXY + tex;
	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);
}
