#ifdef GLES
precision highp float;
#endif
uniform mat4 u_mvp;
uniform vec2 u_scale;
attribute vec4 a_pos;
varying vec2 v_st;
varying vec2 v_st2;
void
main(){
  v_st = clamp(a_pos.xy, 0.0, 1.0) * (2.0 / u_scale.y);
  v_st2 = clamp(a_pos.xy, 0.0, 1.0) * (4.0 / u_scale.y);
  gl_Position = u_mvp * a_pos;
}
$$

#ifdef GLES
precision highp float;
#endif
uniform vec4 u_color;
uniform sampler2D tex;
uniform vec2 u_scale;
varying vec2 v_st;
varying vec2 v_st2;
void
main(){
  gl_FragColor = mix(texture2D(tex, v_st), texture2D(tex, v_st2), u_scale.x) * u_color;
}
