var vertex = "in vec2 aPosition;\nout vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\nuniform vec4 outputTexture;\n// uniform vec4 globalFrame;\n// uniform float flipped;\n\n\nvec4 filterVertexPosition( void )\n{\n    vec2 position = aPosition * outputFrame.zw + outputFrame.xy;\n    \n    position.x = position.x * (2.0 / outputTexture.x) - 1.0;\n    position.y = position.y * (2.0*outputTexture.z / outputTexture.y) - outputTexture.z;\n\n    return vec4(position, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n    return aPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n    gl_Position = filterVertexPosition();\n    vTextureCoord = filterTextureCoord();\n}\n";

export { vertex as default };
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