14 lines
254 B
GLSL
14 lines
254 B
GLSL
precision mediump float;
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attribute vec3 aVertexPosition;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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varying vec3 uv;
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void main() {
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gl_Position = uProjectionMatrix * uViewMatrix * vec4(aVertexPosition, 1.0);
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uv = aVertexPosition;
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}
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