varying vec3 texCoord; void main(void) { vec3 multipliers = vec3(1.0, 0.125, 1.0); gl_Position = vec4(gl_Vertex.xy, 0.0 , 1.0); gl_Position = sign(gl_Position); vec2 pos = gl_Position.xy; texCoord.xy = (pos + vec2( 1.0 )) / vec2(2.0); texCoord.z = texCoord.x * 400.0 * 3.0 + (1.0-texCoord.y) * 400.0 + 0.5; texCoord = texCoord * multipliers; }