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