uniform mat4 g_WorldViewProjectionMatrix; | |
uniform vec4 m_Color; | |
attribute vec3 inPosition; | |
#ifdef VERTEX_COLOR | |
attribute vec4 inColor; | |
#endif | |
#ifdef TEXTURE | |
attribute vec2 inTexCoord; | |
varying vec2 texCoord; | |
#endif | |
varying vec4 color; | |
void main() { | |
//vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy; | |
//gl_Position = vec4(pos, 0.0, 1.0); | |
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0); | |
#ifdef TEXTURE | |
texCoord = inTexCoord; | |
#endif | |
#ifdef VERTEX_COLOR | |
color = m_Color * inColor; | |
#else | |
color = m_Color; | |
#endif | |
} |