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#version 120 uniform mat4 projection; uniform vec2 position; uniform vec2 anchor; void main(void) { mat4 translation = mat4(1.0, 0.0, 0.0, position.x - anchor.x, 0.0, 1.0, 0.0, position.y - anchor.y, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); gl_Position = projection * (gl_Vertex * translation); gl_TexCoord[0] = gl_MultiTexCoord0; }