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