attribute vec4 attr_Position; attribute vec2 attr_TexCoord0; varying vec2 var_TexCoords; void main() { vec2 clipXY = (attr_Position.xy * r_FBufScale) * 2.0 - 1.0; clipXY.y = -clipXY.y; gl_Position = vec4(clipXY, 0.0, 1.0); var_TexCoords = attr_TexCoord0; }