uniform float vectorscope_scale; in vec4 a_position; in vec2 a_texcoord; out vec2 ove_texcoord; mat4 scale_mat4(vec3 scale) { return mat4( scale.x, 0.0, 0.0, 0.0, 0.0, scale.y, 0.0, 0.0, 0.0, 0.0, scale.z, 0.0, 0.0, 0.0, 0.0, 1.0 ); } void main() { mat4 transform = mat4(1.0); transform *= scale_mat4(vec3(vectorscope_scale, vectorscope_scale, 1.0)); gl_Position = transform * a_position; ove_texcoord = a_texcoord; }