attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform vec2 u_uvSize;
uniform vec2 u_uvOffset;
uniform vec4 u_vertexScale;
uniform vec4 u_vertexOffset;
varying vec2 v_texCoord;

void main()
{
    gl_Position = CC_MVPMatrix * (a_position * u_vertexScale + u_vertexOffset);
    v_texCoord = a_texCoord;
}
