uniform highp mat4 modelViewMatrix; uniform highp mat4 projectionMatrix; uniform highp vec2 textureScale; uniform highp vec2 shift; uniform highp float dpr; attribute highp vec4 vCoord; attribute highp vec2 tCoord; varying highp vec2 sampleCoord; varying highp vec2 shiftedSampleCoord; void main() { sampleCoord = tCoord * textureScale; shiftedSampleCoord = (tCoord - shift) * textureScale; vec4 xformed = modelViewMatrix * vCoord; gl_Position = projectionMatrix * vec4(floor(xformed.xyz * dpr + 0.5) / dpr, xformed.w); }