uniform vec3 strPos; uniform float scale; varying vec2 tex_coord; void main() { vec4 pos = gl_ModelViewMatrix * vec4(strPos,1.0) + vec4(gl_Vertex[0]*scale,gl_Vertex[1]*scale,0.0,0.0); tex_coord = vec2(gl_Vertex[2],gl_Vertex[3]); gl_Position = gl_ProjectionMatrix * pos; }