export declare const vertex = "\n\tin vec2 aPosition;\n\tout vec2 _uv; \n\tuniform mat3 projectionMatrix;\n\tuniform vec4 uInputSize;\n\tuniform vec4 uOutputFrame;\n\tout vec2 vTextureCoord;\n\tuniform vec4 uOutputTexture;\n\n\tvec4 filterVertexPosition( void )\n\t{\n\t\t\tvec2 position = aPosition * uOutputFrame.zw + uOutputFrame.xy;\n\n\t\t\tposition.x = position.x * (2.0 / uOutputTexture.x) - 1.0;\n\t\t\tposition.y = position.y * (2.0*uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;\n\n\t\t\treturn vec4(position, 0.0, 1.0);\n\t}\n\n\tvec2 filterTextureCoord( void )\n\t{\n\treturn aPosition * (uOutputFrame.zw * uInputSize.zw);\n\t}\n\n\tvoid main(void)\n\t{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvec2 absolute = aPosition * uOutputFrame.zw + uOutputFrame.xy;\n\t_uv = absolute / uOutputTexture.xy;\n\t}\n";