attribute vec4 position; varying vec2 v_textureCoordinates; void main() { float x = (position.x - czm_viewport.x) / czm_viewport.z; float y = (position.y - czm_viewport.y) / czm_viewport.w; v_textureCoordinates = vec2(x, y); gl_Position = czm_viewportOrthographic * position; }