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| uniform mat4 u_matrix; | |
| uniform vec2 u_dimension; | |
| attribute vec2 a_pos; | |
| attribute vec2 a_texture_pos; | |
| varying vec2 v_pos; | |
| void main() { | |
| gl_Position = u_matrix * vec4(a_pos, 0, 1); | |
| highp vec2 epsilon = 1.0 / u_dimension; | |
| float scale = (u_dimension.x - 2.0) / u_dimension.x; | |
| v_pos = (a_texture_pos / 8192.0) * scale + epsilon; | |
| } | |