#version 330 in vec2 a_position; in vec2 a_centerpos; uniform mat4 u_projTrans; flat out vec2 f_centerpos; out vec2 v_origincoords; void main() { f_centerpos = a_centerpos; v_origincoords = a_position; gl_Position = u_projTrans*vec4(a_position, 0.0, 1.0); }