message: Performance improvement to TilingSprite shader
diff: @@ -8,10 +8,10 @@ uniform vec2 uClampOffset;
  void main(void)
  {
  - vec2 coord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;
  + vec2 coord = vTextureCoord - floor(vTextureCoord - uClampOffset);
  coord = (uMapCoord * vec3(coord, 1.0)).xy;
  coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);
  - vec4 sample = texture2D(uSampler, coord);
  - gl_FragColor = sample * uColor;
  + vec4 texSample = texture2D(uSampler, coord);
  + gl_FragColor = texSample * uColor;
  }
  