uniform mat4 u_projectionMatrix; uniform mat4 u_modelMatrix; attribute vec2 a_position; attribute vec2 a_texCoord; varying vec2 v_texCoord; #ifdef DRAW_MODE_lineSample uniform float u_positionScalar; #endif void main() { #ifdef DRAW_MODE_lineSample vec2 position = a_position; position.y = clamp(position.y * u_positionScalar, -0.5, 0.5); gl_Position = u_projectionMatrix * u_modelMatrix * vec4(position, 0, 1); #else gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1); #endif v_texCoord = a_texCoord; }