uniform highp mat4 matrix; | |
uniform highp vec2 textureScale; | |
uniform highp float dpr; | |
attribute highp vec4 vCoord; | |
attribute highp vec2 tCoord; | |
varying highp vec2 sampleCoord; | |
void main() | |
{ | |
sampleCoord = tCoord * textureScale; | |
vec3 dprSnapPos = floor(vCoord.xyz * dpr + 0.5) / dpr; | |
gl_Position = matrix * vec4(dprSnapPos, vCoord.w); | |
} |