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uniform mat4 u_matrix;
uniform mat3 u_patternmatrix_a;
uniform mat3 u_patternmatrix_b;
uniform vec2 u_offset_a;
uniform vec2 u_offset_b;
attribute vec2 a_pos;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = (u_patternmatrix_a * vec3(a_pos, 1)).xy + u_offset_a;
v_pos_b = (u_patternmatrix_b * vec3(a_pos, 1)).xy + u_offset_b;
}
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