void main()
{
isf_vertShaderInit();
vec4 position = gl_Position;
vec4 coord;
if ((position.x<0.0)&&(position.y<0.0)) {
coord.xy = bottomleft / RENDERSIZE;
coord.x = coord.x * 2.0;
coord.y = coord.y * 2.0;
}
else if ((position.x>0.0)&&(position.y<0.0)) {
coord.xy = bottomright / RENDERSIZE;
coord.x = (1.0-coord.x) * -2.0;
coord.y = coord.y * 2.0;
}
else if (position.x<0.0) {
coord.xy = topleft / RENDERSIZE;
coord.x = coord.x * 2.0;
coord.y = (1.0-coord.y) * -2.0;
}
else {
coord.xy = topright / RENDERSIZE;
coord.x = (1.0-coord.x) * -2.0;
coord.y = (1.0-coord.y) * -2.0;
}
gl_Position.xy = position.xy + coord.xy;
}