precision mediump float; attribute vec2 aVertexPosition; uniform mat4 uModelMatrix; uniform mat4 uViewMatrix; uniform mat4 uProjectionMatrix; varying vec2 uv1; varying vec2 uv2; varying float blend; uniform vec2 uAtlasOffset1; uniform vec2 uAtlasOffset2; uniform vec2 uAtlasInfo; void main() { vec2 uv = aVertexPosition + vec2(0.5, 0.5); uv.y = 1.0 - uv.y; uv /= uAtlasInfo.x; uv1 = uv + uAtlasOffset1; uv2 = uv + uAtlasOffset2; blend = uAtlasInfo.y; vec4 worldPosition = uModelMatrix * vec4(aVertexPosition, 0.0, 1.0); gl_Position = uProjectionMatrix * uViewMatrix * worldPosition; }