/* shaders/glsl/fullscreen.vert.glsl */ precision mediump float; attribute vec2 aPosition; // will come from JS buffer varying vec2 vUV; void main () { vUV = aPosition * 0.5 + 0.5; // (‑1…1) → (0…1) gl_Position = vec4(aPosition, 0.0, 1.0); }