#version {{version}} precision highp float; uniform vec2 uFramebufferSize; uniform vec2 uTextureSize; in vec2 aPosition; in vec2 aTexCoord; out vec2 vTexCoord; void main(){ vTexCoord = aTexCoord / uTextureSize; vec2 position = aPosition / uFramebufferSize * 2.0 - 1.0; gl_Position = vec4(position . x, - position . y, 0.0, 1.0); }