void main()\n
{\n
- mediump vec4 vertexPosition = uProjection*uViewMatrix*uModelMatrix*ComputeVertexPosition();\n
+ mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n
+ mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n
+ mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
gl_Position = vertexPosition;\n