The shader (shader.vsh) looks something like this:
varying vec2 uvVarying1;
void main () {
gl_Position = position;
uvVarying1 = position * vec2 ( 0.5, -0.5 );
}
But since position is a vec4 this does not work, and there is a non-fatal error at runtime.
The last line should be:
uvVarying1 = position.xy * vec2 ( 0.5, -0.5 );
The shader (shader.vsh) looks something like this:
varying vec2 uvVarying1;
void main () {
gl_Position = position;
uvVarying1 = position * vec2 ( 0.5, -0.5 );
}
But since position is a vec4 this does not work, and there is a non-fatal error at runtime.
The last line should be:
uvVarying1 = position.xy * vec2 ( 0.5, -0.5 );