uniform mat4 g_ModelViewProjectionMatrix; #if MASK uniform vec4 g_Texture1Resolution; #endif attribute vec3 a_Position; attribute vec2 a_TexCoord; varying vec4 v_TexCoord; void main() { gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix); v_TexCoord = a_TexCoord.xyxy; #if MASK v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x, v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y); #endif }