in vec3 vCoord; in vec2 tCoord; out vec2 sampleCoord; uniform mat4 mvp; uniform int textureWidth; uniform int textureHeight; uniform float fontScale; void main() { sampleCoord = tCoord * vec2(1.0 / float(textureWidth), 1.0 / float(textureHeight)); gl_Position = mvp * vec4(vCoord, 1.0); }