#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; precision highp sampler2D; uniform mat4 uOldTransform; uniform sampler2D uTexture; in vec2 vTexCoord; out vec4 oFragColor; void main(){ vec4 normTexCoord = uOldTransform * vec4(vTexCoord, 0.0, 1.0); vec2 texCoord =((normTexCoord . xy / normTexCoord . w)+ 1.0)* 0.5; oFragColor = texture(uTexture, texCoord); }