1 precision mediump float;
2 attribute mediump vec2 aPosition;
3 uniform mediump mat4 uMvpMatrix;
5 uniform float uTextureWidth;
6 varying vec2 vTexCoord;
10 mediump vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);
11 gl_Position = uMvpMatrix * vertexPosition;
12 vTexCoord = aPosition + vec2(0.5);
13 vTexCoord.x /= uTextureWidth;