attribute vec4 a_Position; attribute vec2 a_TexCoord; uniform mat4 u_Transform; uniform vec2 u_texShift; uniform vec2 u_texScale; varying vec2 v_TexCoord; void main(){ gl_Position = u_Transform * a_Position; v_TexCoord = a_TexCoord*u_texScale + u_texShift; }