attribute vec4 a_position;
attribute vec2 a_texCoord;

uniform vec2 u_uvSize;
uniform vec2 u_uvPos;
uniform float u_time;

varying vec2 v_texCoord;
varying vec2 v_animatedTexCoord;
void main()
{
    gl_Position = CC_MVPMatrix * (a_position - vec4(0.5,0.5,0.0,0.0));
    v_texCoord = a_texCoord * u_uvSize + u_uvPos;
    v_animatedTexCoord = a_texCoord * u_uvSize;
    v_animatedTexCoord.x += u_time;

}
