uniform float scale;
uniform vec2 offset;
uniform vec2 scalexy;
uniform bool solofx;

varying vec2 vTexCoord;

void main()
{
   vec3 Position = gl_Vertex.xyz;

   //gl_Position = vec4(Position.xyz, 1.0);
   
   if (solofx) vTexCoord = Position.zx;
   else vTexCoord = Position.xy;
   
   vTexCoord+=offset;
   vTexCoord/=scalexy;
   gl_Position = ftransform();
} 