A very quick example, untested, but this is how I imagine it would work. This replaces the vertex shader, the pixel shader remains unchanged
vertex
attribute vec4 position;
attribute vec2 uv;
varying vec2 uvVarying;
uniform vec4 uvBounds0;
uniform mat4 agk_World
uniform mat4 agk_View;
uniform mat4 agk_Ortho;
void main()
{
vec4 pos = agk_World * position;
pos = agk_View * pos;
gl_Position = agk_Ortho * pos;
uvVarying = uv * uvBounds0.xy + uvBounds0.zw;
}
pixel
uniform sampler2D texture0;
varying vec2 uvVarying;
uniform vec4 agk_ObjColor;
void main()
{
gl_FragColor = texture2D(texture0, uvVarying) * agk_ObjColor;
}