#version 140
in vec2 position;
in vec2 tex_coords;
out vec2 v_tex_coords;
uniform vec2 window_center;
void main() {
v_tex_coords = tex_coords;
vec2 p = vec2(position.x / window_center.x - 1.0,
1.0 - position.y / window_center.y);
gl_Position = vec4(p, 0.0, 1.0);
}