 #vert_definitions
 vec3 calculateOffset (vec3 ID) {
     #vert_applications
-     return vec3(.5 );
+     return vec3(0.0);
 }
 
 // Main function of the vertex shader.  Passes texture coordinat


   vPosition = (pixelTransform * pixelPosition).xyz;

   mat4 MVPMatrix = projection * MVMatrix;
   MVPMatrix[3] = vec4(0.0, 0.0, 0.0, MVPMatrix[3][3]);

   pos = MVPMatrix * pos;

   mat4 forwardOrigin = mat4(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, xOrigin, yOrigin, zOrigin, 1.0);
   mat4 negatedOrigin = mat4(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -xOrigin, -yOrigin, -zOrigin, 1.0);

   mat4 MVMatrix = view * transform;

   mat4 originMVMatrix = forwardOrigin * MVMatrix;
   originMVMatrix = MVMatrix * negatedOrigin;

   mat4 projection = perspective;
   mat4 invertedYMatrix = invertYAxis(originMVMatrix);
   invertedYMatrix[3][2] *= 2.0;
   vec4 translation = invertedYMatrix[3];
   
   pos.xyz *= size;
   pos.y *= -1.0;
