Is there a way to get coordinates from 0...1 in filters that map to the actual viewing area rather than the texture size. For example I want to tint an object so that it gradually changes color based on the distance from center point. Doing that with this: varying vec2 vTextureCoord; uniform sampler2D uSampler; void main(void) { float dist = length(vTextureCoord - vec2(0.5, 0.5)); gl_FragColor = dist * texture2D(uSampler, vTextureCoord); } Provides wrong results (sometimes c