/** * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose */ precision mediump float; attribute vec2 aPosition; // the output UV coordinate for each fragment varying vec2 vCoordinate; const vec2 scale = vec2(0.5, 0.5); void main(void) { vCoordinate = aPosition * scale + scale; // scale vertex attribute to [0,1] range gl_Position = vec4(aPosition, 0.0, 1.0); }