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