#ifdef NANOVG_GL3 uniform vec2 viewSize; in vec2 vertex; in vec2 tcoord; out vec2 ftcoord; out vec2 fpos; #else uniform vec2 viewSize; attribute vec2 vertex; attribute vec2 tcoord; varying vec2 ftcoord; varying vec2 fpos; #endif void main(void) { ftcoord = tcoord; fpos = vertex; gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1); }