struct v2f { vec4 pos; vec2 uv0; vec2 uv1; }; attribute vec4 position; uniform mat4 modelViewProjectionMatrix; varying vec4 xlv_TEXCOORD0; varying vec4 xlv_TEXCOORD1; void main() { gl_Position = modelViewProjectionMatrix * position; xlv_TEXCOORD0 = vec4(position.xy * vec2(4.0), 0.0, 0.0); xlv_TEXCOORD1 = vec4(position.xy, 0.0, 0.0); }