coord0;
            uniform sampler2D u_diffuse;
                         
            void main(void) {
                vec4 diffuse = texture2D(u_diffuse, vec2(v_texcoord0.x, v_texcoord0.y));    
                gl_FragColor = diffuse;
            }
        `,
        vs:`
            precision HILO_MAX_VERTEX_PRECISION float;
            uniform vec3 u_scale;
            attribute vec3 a_position;
            attribute vec2 a_texcoord0;
            varying vec2 v_texcoord0;

            uniform mat4 u_mo