precision mediump float; attribute mediump vec2 aPosition; varying mediump vec2 vTexCoord; uniform mediump mat4 uMvpMatrix; uniform mediump vec3 uSize; void main() { mediump vec4 vertexPosition = vec4(aPosition * uSize.xy, 0.0, 1.0); vTexCoord = aPosition + vec2(0.5); gl_Position = uMvpMatrix * vertexPosition; }