INPUT mediump vec2 aPosition;
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
-uniform mediump vec4 pixelArea;
OUTPUT mediump vec2 vTexCoord;
void main()
{
+ vTexCoord = aPosition + vec2(0.5);
gl_Position = uMvpMatrix * ComputeVertexPosition();
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );
}