attribute vec2 a_Vertex; attribute vec2 a_TexCoord;
uniform mat3 u_TextureMatrix; uniform mat3 u_TransformMatrix; uniform mat3 u_ProjectionMatrix;
uniform vec2 u_Offset; uniform float u_Time;
varying vec2 v_TexCoord; varying vec2 v_MaskCoord; varying float v_Time;
void main(){ gl_Position=vec4((u_ProjectionMatrix*u_TransformMatrix*vec3(a_Vertex.xy,1.0)).xy,1.0,1.0); v_TexCoord=(u_TextureMatrix*vec3(a_TexCoord,1.0)).xy; v_MaskCoord=(u_TextureMatrix*vec3(a_TexCoord+u_Offset,1.0)).xy; v_Time=u_Time; }
