export default /*glsl*/` uniform mat4 uMatrix; uniform mat4 uTexTransform; in vec2 a_Position; in vec2 a_TexCoord; in vec2 a_TileSize; out vec2 v_TexCoord; out vec2 v_TileSize; void main() { gl_Position = uMatrix * vec4(a_Position, 0.0, 1.0); v_TexCoord = (uTexTransform * vec4(a_TexCoord, 0.0, 1.0)).xy; v_TileSize = a_TileSize; } `