$input a_position, a_texcoord0 $output v_texcoord0 uniform vec4 u_position; uniform vec4 u_rotation; uniform vec4 u_scale; #include void main() { vec4 scale = mul(u_scale, vec4(a_position, 1.0f)); vec4 view = mul(u_view, scale); vec4 pos = view + u_position; gl_Position = mul(u_proj, pos); v_texcoord0 = a_texcoord0; }