precision lowp float;
varying vec2 vTextureCoord;
varying vec4 vColor;
uniform sampler2D uSampler;
uniform vec4 uFrame;
uniform vec2 uPixelSize;
void main(void)
{
vec2 coord = mod(vTextureCoord, uFrame.zw);
coord = clamp(coord, uPixelSize, uFrame.zw - uPixelSize);
coord += uFrame.xy;
gl_FragColor = texture2D(uSampler, coord) ;
}