<script id="vertexshader" type="x-shader/x-vertex">
         
         uniform float width;
         uniform float height;
         uniform vec2 corner;
         varying vec2 vUv;

         void main() {
             float OFFSET_X = 0.05;
             float OFFSET_Y = 0.1;
             
             vec3 projection = vec3(position.x, position.y, 0.);

             vUv = vec2((projection.x) / width + OFFSET_X,
                        (height + projection.y) / height - OFFSET_Y);
             
             gl_Position = projectionMatrix * 
             modelViewMatrix * 
             vec4(position, 1.0);
         }
         
        </script>
        
        <script id="fragmentshader" type="x-shader/x-fragment">
         uniform sampler2D tex;

         varying vec2 vUv;

         void main() {
                 gl_FragColor = texture2D(tex, vUv);
         }
        </script>