#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aTexCoord;
uniform vec2 u_screen_offset;
uniform mat4 u_Transform;
uniform float u_scale; // per-shape scale factor (default 1.0)
out vec2 TexCoord;
void main() {
vec2 p = aPos * u_scale + u_screen_offset;
gl_Position = u_Transform * vec4(p, 0.0, 1.0);
TexCoord = aTexCoord;
}