I am trying to translate a fragment shader to a vertex shader (to optimize mobile devices)
As you can see in the image below, the vertices of the center and right edge are errors. (This is a 11 x 11 vertex plane)
Currently, UVs are displayed on the right and wrap around the center (with radial rotation). Am I guessing a few peaks in the middle of half the same value that creates the hole? And then the right side cross-fades the first UV values to the final values, which creates a stretched effect.
The question is how to redefine or fix them. (Perhaps they will have two separate problems?)

uniform vec2 _Offset; uniform float _Multiply; varying vec4 position; varying vec4 vert; varying vec2 tex; varying vec2 uv; varying float ar;
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