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attribute vec2 a_position; attribute vec2 a_texCoord; varying vec2 v_texCoord; varying vec2 v_pixNo; uniform vec2 u_outputSize; void main() { gl_Position = vec4(a_position, 0.0, 1.0); v_texCoord = a_texCoord; v_pixNo = a_texCoord * u_outputSize; }