/** * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose */ export const quad_vert = ` precision highp float; attribute vec2 aPosition; uniform vec2 uQuadScale; void main(void) { vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale; gl_Position = vec4(position, 0.0, 1.0); } `;