hi. i'm testing v4. and i create custom shader  sprite is created by texture size is using 628x572; and filterArea is set automatically to 1024, 1024; so i can't calculate correct vTextureCoord. because  end of vTextureCoord looks like 1024, 1024 if vtextureCoord has (1.0, 1.0); how can i calcaulte or get  correct uv. following code is custom shader code function createShaderShadow(x, y, dist) { // smoke shader var uniforms = {}; uniforms.time = { type: