#version 400 compatibility #extension GL_NV_gpu_shader5 : enable uniform float uZoom; out vec2 vST; void main( ) { vST = 2. * ( aTexCoord0.st - vec2(0.5,0.5) ); // [-1.,+1.] float factor = pow( 10., uZoom); vec4 vert = vec4( factor*aVertex.xy, aVertex.zw ); gl_Position = uModelViewProjectionMatrix * vert; }