precision mediump float; attribute vec3 aVertexPosition; attribute vec2 aTexCoords; uniform mat4 uModelMatrix; uniform mat4 uViewMatrix; uniform mat4 uProjectionMatrix; varying vec2 uv; void main() { vec4 worldPosition = uModelMatrix * vec4(aVertexPosition, 1.0); gl_Position = uProjectionMatrix * uViewMatrix * worldPosition; uv = aTexCoords; }