in vec2 vert_pos;
in vec2 vert_tex;
out vec2 frag_tex;
uniform vec2 top_left;
uniform vec2 scale;
void main(void) {
vec2 tl = top_left * vec2(2.0, -2.0);
vec2 pos = vec2(-1.0, 1.0) + tl + vert_pos.xy * scale;
gl_Position = vec4(pos, 0.0, 1.0);
frag_tex = vert_tex;
}