mat4 projectionMatrix = mat4( 2.0/768.0, 0.0, 0.0, -1.0,
0.0, 2.0/1024.0, 0.0, -1.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
gl_Position = position;
gl_Position *= rotationMatrix;
gl_Position.x -= translateX;
gl_Position.y -= translateY;
gl_Position *= projectionMatrix;
(1024x768 iPad) , :)
, : glOrtho.html