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