// pathfinder/shaders/gles2/blit.vs.glsl // // Copyright (c) 2017 Mozilla Foundation precision mediump float; uniform mat4 uTransform; attribute vec2 aPosition; attribute vec2 aTexCoord; varying vec2 vTexCoord; void main() { gl_Position = uTransform * vec4(aPosition, 0.0, 1.0); vTexCoord = aTexCoord; }