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GLSL

@module quad
@vs vs
in vec2 position;
in vec2 texcoord0;
out vec2 uv;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
uv = texcoord0;
}
@end
@fs fs
uniform sampler2D tex;
uniform fs_params {
vec4 tint;
vec2 upper_left;
vec2 lower_right;
};
in vec2 uv;
out vec4 frag_color;
void main() {
//vec2 actual_position = vec2(mix(upper_left.x, lower_right.x, uv.x), mix(upper_left.y, lower_right.y, uv.y));
frag_color = texture(tex, uv) * tint;
}
@end
@program program vs fs