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16 lines
286 B
GLSL

#version 300 es
precision highp float;
in vec3 aPosition;
in vec2 aTexCoord;
out vec2 vTexCoord;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
void main() {
vTexCoord = aTexCoord;
gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0);
}