[[vertex]] uniform mat4 mvp; uniform vec2 tof; uniform vec2 tsz; in vec2 pos; in vec2 uvs; out vec2 uv; void main() { uv = tof + uvs * tsz; gl_Position = mvp * vec4(pos, 0.0, 1.0); } [[fragment]] uniform sampler2D tex; in mediump vec2 uv; out mediump vec4 frag; void main() { frag = texture(tex, uv); }