in vec2 position;
in vec2 texcoord;
uniform vec2 scale;
uniform vec2 offset;

uniform vec2 texcrop;

out vec2 Texcoord;

void main()
{
	Texcoord = texcoord * texcrop;
	
	vec2 pos = scale * position + offset;
	// Coordinates are [0.0;1.0], transform [-1.0; 1.0] and flip Y
	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);
}
