void main(void)
{
float offsetX = 0.0;
float offsetY = 0.0;
float xScale = 2.0;
float yScale = 1.0;
float rotation = 0.0;
vec4 scale;
vec4 offset;
float rotationRadians = rotation -0.0174532925 ;
offset.x = offsetX;
offset.y = offsetY;
offset.z = 0.0;
offset.w = 0.0;
scale.x = xScale;
scale.y = yScale;
scale.z = 1.0;
scale.w = 1.0;
mat3 rotationMatrix = mat3( vec3( cos(rotationRadians), sin(rotationRadians), 0.0), vec3(-sin(rotationRadians), cos(rotationRadians), 0.0), vec3( 0.0, 0.0, 1.0) );
gl_Position = gl_ModelViewProjectionMatrix gl_Vertex;
gl_Position += offset;
gl_Position *= scale;
gl_Position.xyz *= rotationMatrix;
}