attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform vec2 u_gridUVSize;
varying vec2 v_texCoord;
varying vec2 v_cellTexCoord;

void main()
{
    gl_Position = CC_MVPMatrix * a_position;
    v_texCoord = a_texCoord;
    v_cellTexCoord = a_texCoord * u_gridUVSize;
}
