precision highp float; // Attributes attribute vec3 position; attribute vec3 normal; attribute vec2 uv; //Varyings varying vec3 vPosition; varying vec2 vUV; varying vec2 tUV; varying vec2 stageUnits; varying vec2 levelUnits; varying vec2 tileID; // Uniforms uniform float time; uniform mat4 worldViewProjection; uniform vec2 outputSize; uniform vec2 stageSize; uniform vec2 spriteMapSize; uniform float stageScale; void main() { vec4 p = vec4( position, 1. ); vPosition = p.xyz; vUV = uv; tUV = uv * stageSize; gl_Position = worldViewProjection * p; }