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attribute vec2 a_pos;
varying vec2 v_uv;
uniform mat4 u_matrix;
uniform float u_overlay_scale;
void main() {
// This vertex shader expects a EXTENT x EXTENT quad,
// The UV co-ordinates for the overlay texture can be calculated using that knowledge
v_uv = a_pos / 8192.0;
gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, 0, 1);
}