tile rendering working in origin (0,0) top left
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@@ -1,5 +1,6 @@
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#version 300 es
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precision highp float;
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precision highp sampler2DArray;
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in vec2 vTexCoord;
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out vec4 fragColor;
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@@ -6,7 +6,10 @@ in vec2 aTexCoord;
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out vec2 vTexCoord;
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uniform mat4 uModelViewMatrix;
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uniform mat4 uProjectionMatrix;
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void main() {
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vTexCoord = aTexCoord;
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gl_Position = vec4(aPosition, 1.0);
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gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0);
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}
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