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