#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; uniform vec4 uDestRect; uniform vec2 uFramebufferSize; in ivec2 aPosition; out vec2 vTexCoord; void main(){ vec2 position = mix(uDestRect . xy, uDestRect . zw, vec2(aPosition))/ uFramebufferSize; vec2 texCoord = vec2(aPosition); vTexCoord = texCoord; gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), position), 0.0, 1.0); }