#version {{version}}
precision highp float;
uniform mat4 uTransform;
uniform int uGridlineCount;
in vec2 aPosition;
out vec2 vTexCoord;
void main(){
vTexCoord = aPosition * float(uGridlineCount);
gl_Position = uTransform * vec4(aPosition . x, 0.0, aPosition . y, 1.0);
}