#version 150 core in vec4 vCoord; in vec2 tCoord; out vec2 sampleCoord; uniform mat4 matrix; uniform vec2 textureScale; uniform float dpr; void main() { sampleCoord = tCoord * textureScale; vec3 dprSnapPos = floor(vCoord.xyz * dpr + 0.5) / dpr; gl_Position = matrix * vec4(dprSnapPos, vCoord.w); }