#version 330 uniform vec2 windowSize; uniform bool textScaling; // true means keep text aspect ratio layout (location = 0) in vec3 v_Position; layout (location = 2) in vec2 v_UV; uniform mat4 modelMat; out vec2 f_UV; void main() { float aspect = windowSize.y / windowSize.x; vec3 pos = v_Position; if (textScaling) { pos.x *= aspect; } gl_Position = modelMat * vec4(pos, 1.0); f_UV = v_UV; }