attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform vec2 u_diffUVSize;
uniform vec2 u_glowUVSize;
uniform vec2 u_vertexScale;
varying vec2 v_texCoord;
varying vec2 v_diffTexCoord;
varying vec2 v_glowTexCoord;

void main()
{
    gl_Position = a_position * vec4(u_vertexScale.xy, 1.0, 1.0);
    v_texCoord = a_texCoord;
    v_diffTexCoord = a_texCoord * u_diffUVSize;
    v_glowTexCoord = a_texCoord * u_glowUVSize;
}
