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const vertex = ` | |
attribute vec2 a_position; | |
attribute vec3 a_barycentric; | |
uniform mat3 u_matrix; | |
varying vec3 vbc; | |
void main() { | |
vbc = a_barycentric; | |
gl_Position = vec4((u_matrix * vec3(a_position, 1)).xy, 0, 1); | |
}` |
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