precision mediump float; attribute vec2 aVertexPosition; uniform mat4 uModelMatrix; uniform mat4 uViewMatrix; uniform mat4 uProjectionMatrix; varying vec4 clipSpace; varying vec2 uv; const float tiling = 6.0; void main() { clipSpace = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aVertexPosition.x, 0.0, aVertexPosition.y, 1.0); gl_Position = clipSpace; uv = vec2(aVertexPosition.x/2.0+0.5,aVertexPosition.y/2.0+0.5) * tiling; }