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: