<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>