precision mediump float; uniform mat4 uProjectionMatrix; uniform int uRoundPixels; uniform vec2 uResolution; attribute vec2 inPosition; attribute vec2 inTexCoord; attribute float inTexId; attribute float inTintEffect; attribute vec4 inTint; varying vec2 outTexCoord; varying vec2 outtexFrameUv; varying float outTexId; varying vec2 outPosition; varying float outTintEffect; varying vec4 outTint; void main() { gl_Position = uProjectionMatrix * vec4(inPosition, 1.0, 1.0); if (uRoundPixels == 1) { gl_Position.xy = floor(((gl_Position.xy + 1.0) * 0.5 * uResolution) + 0.5) / uResolution * 2.0 - 1.0; } outTexCoord = inTexCoord; outTexId = inTexId; outPosition = inPosition; outTint = inTint; outTintEffect = inTintEffect; }