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- // Attributes
- attribute vec2 position;
- // Uniforms
- uniform vec2 scale;
- uniform vec2 offset;
- uniform mat4 textureMatrix;
- // Output
- varying vec2 vUV;
- const vec2 madd = vec2(0.5, 0.5);
- void main(void) {
- vec2 shiftedPosition = position * scale + offset;
- vUV = vec2(textureMatrix * vec4(shiftedPosition * madd + madd, 1.0, 0.0));
- gl_Position = vec4(shiftedPosition, 0.0, 1.0);
- }
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