uniform vec4 g_Texture0Resolution; attribute vec3 a_Position; attribute vec2 a_TexCoord; varying vec4 v_TexCoord; void main() { gl_Position = vec4(a_Position, 1); v_TexCoord.xy = a_TexCoord; v_TexCoord.zw = CAST2(1.0) / g_Texture0Resolution.xy; }