// language=GLSL
const vertexShader = `__FLOAT_TACTIC_DECLARATION__;
__INT_TACTIC_DECLARATION__;
__SAMPLER_2D_TACTIC_DECLARATION__;

attribute vec2 aPos;
attribute vec2 aTexCoord;

varying vec2 vTexCoord;
uniform vec2 ratio;

void main(void) {
  gl_Position = vec4((aPos + vec2(1)) * ratio + vec2(-1), 0, 1);
  vTexCoord = aTexCoord;
}`;

module.exports = {
  vertexShader
};