in vec2 a_pos; out vec2 v_uv; uniform mat4 u_matrix; uniform float u_overlay_scale; void main() { // This vertex shader expects a EXTENT x EXTENT quad, // The UV co-ordinates for the overlay texture can be calculated using that knowledge v_uv = a_pos / 8192.0; gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, get_elevation(a_pos), 1); }