pass texture xattr 'shader-shark.texture.scale' to the shaders as 'uTextureScale' + update variable locations on each shader reload
#version 330 core
uniform sampler2D uTexture;
uniform float uTextureScale;
in vec2 vTextureXY;
out vec4 fColor;
void main() {
fColor = texture(uTexture, vTextureXY).rgba;
float width = 0.01;
fColor.a *= smoothstep(0., 0.+width, vTextureXY.x);
fColor.a *= smoothstep(1., 1.-width, vTextureXY.x);
fColor.a *= smoothstep(0., 0.+width, vTextureXY.y);
fColor.a *= smoothstep(1., 1.-width, vTextureXY.y);
}