uniform mat4 g_WorldViewProjectionMatrix; | |
attribute vec4 inPosition; | |
attribute vec2 inTexCoord; | |
varying vec2 texCoord; | |
void main() { | |
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy; | |
gl_Position = vec4(pos, 0.0, 1.0); | |
texCoord = inTexCoord; | |
} |