#version 100 precision mediump float; uniform vec2 u_screen_size; attribute vec2 a_pos; attribute vec2 a_tc; attribute vec4 a_rgba; // 0-1 varying vec4 v_rgba; // 0-1 varying vec2 v_tc; void main() { gl_Position = vec4( 2.0 * a_pos.x / u_screen_size.x - 1.0, 1.0 - 2.0 * a_pos.y / u_screen_size.y, 0.0, 1.0); v_rgba = a_srgba; v_tc = a_tc; }