attribute vec3 a_Position; attribute vec2 a_TexCoords; uniform float u_OffsetX; uniform float u_OffsetY; uniform vec2 u_RenderSize; varying vec2 v_TexCoords; varying vec2 v_Offset; void main() { v_Offset = vec2(u_OffsetX, u_OffsetY) * 1.0/u_RenderSize; gl_Position = vec4(a_Position, 1.0); v_TexCoords = a_TexCoords; }