Use explicit shader attributes.
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@@ -1,9 +1,13 @@
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uniform vec2 Scroll;
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uniform vec2 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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varying vec4 vTexCoord;
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void main()
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{
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vec2 p = (gl_Vertex.xy - Scroll.xy)*r1 + r2;
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vec2 p = (aVertexPosition.xy - Scroll.xy)*r1 + r2;
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gl_Position = vec4(p.x,p.y,0,1);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vTexCoord = aVertexTexCoord;
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}
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