#version 300 es precision mediump float; precision mediump int; // Constants const float UV_SCALE = 0.5; const float UV_OFFSET = 0.5; in vec2 a_position; out vec2 v_uv; void main() { v_uv = a_position * UV_SCALE + UV_OFFSET; gl_Position = vec4(a_position, 0.0, 1.0); }