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uniform mat4 uMVPMatrix;
uniform mat4 uTexMatrix;
attribute vec4 aPosition;
attribute vec4 aTextureCoord;
varying vec2 vTextureCoord;
/**
* This vertex shader maps the projection matrix to the
* position of the frame and then forwards
* the coordinates of the texture to a vertex shader
*/
void main() {
gl_Position = uMVPMatrix * aPosition;
vTextureCoord = (uTexMatrix * aTextureCoord).xy;
}