attribute vec2 a_TexCoord; attribute vec2 a_Vertex; uniform mat3 u_TextureMatrix; varying vec2 v_TexCoord; varying vec2 v_TexCoord2; varying vec2 v_TexCoord3; uniform mat3 u_TransformMatrix; uniform mat3 u_ProjectionMatrix; uniform vec2 u_Offset; uniform vec2 u_Resolution; uniform float u_Depth; void main() { gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, u_Depth / 16384.0, 1.0); v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy; v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy; v_TexCoord3 = (u_TextureMatrix * vec3(u_Resolution,1.0)).xy; }