uniform mat4 projMat; uniform vec2 texSizeInv; uniform float texOffsetX; 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 = vec2(texCoord.x + texOffsetX, texCoord.y) * texSizeInv; }