1 attribute vec4 aPosition; 2 attribute vec2 aTexCoord; 3 uniform vec2 uFitScale; 4 varying vec2 vTexCoord; 5 6 void main() { 7 vTexCoord = aTexCoord; 8 gl_Position = vec4(aPosition.xy * uFitScale, 0.0, 1.0); 9 } 10