// pathfinder/shaders/gles2/ecaa-edge-detect.vs.glsl // // Copyright (c) 2017 Mozilla Foundation precision highp float; uniform vec4 uTransformST; uniform vec2 uTexScale; attribute vec2 aPosition; attribute vec2 aTexCoord; varying vec2 vTexCoord; void main() { gl_Position = vec4(transformVertexPositionST(aPosition, uTransformST), 0.0, 1.0); vTexCoord = aTexCoord * uTexScale; }