precision mediump float; attribute vec2 vert; attribute vec2 tex_coord; uniform mat3 transform; uniform vec2 pixel_size; varying vec2 uv1; varying vec2 uv2; varying vec2 pixel_coord; void main() { uv1 = tex_coord - pixel_size / 2.0; uv2 = tex_coord + pixel_size / 2.0; uv1 += pixel_size; uv2 += pixel_size; pixel_coord = uv1 / pixel_size; gl_Position = vec4(transform * vec3(vert, 1), 1); }