uniform mat4 projMat;
uniform vec2 texSizeInv;
uniform vec2 translation;
attribute vec2 position;
attribute vec2 texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = projMat * vec4(position + translation, 0, 1);
v_texCoord = texCoord * texSizeInv;
}