SHADER_SOURCE(gDrawTextureVertexShader, | |
attribute vec4 position; | |
attribute vec2 texCoords; | |
uniform mat4 projection; | |
uniform mat4 modelView; | |
uniform mat4 transform; | |
varying vec2 outTexCoords; | |
void main(void) { | |
outTexCoords = texCoords; | |
gl_Position = projection * transform * modelView * position; | |
} | |
); |