layer.vertex.fx 401 B

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  1. // Attributes
  2. attribute vec2 position;
  3. // Uniforms
  4. uniform vec2 scale;
  5. uniform vec2 offset;
  6. uniform mat4 textureMatrix;
  7. // Output
  8. varying vec2 vUV;
  9. const vec2 madd = vec2(0.5, 0.5);
  10. void main(void) {
  11. vec2 shiftedPosition = position * scale + offset;
  12. vUV = vec2(textureMatrix * vec4(shiftedPosition * madd + madd, 1.0, 0.0));
  13. gl_Position = vec4(shiftedPosition, 0.0, 1.0);
  14. }