1 uniform mat4 g_WorldViewProjectionMatrix; 2 3 attribute vec4 inPosition; 4 attribute vec2 inTexCoord; 5 varying vec2 texCoord; 6 7 void main() { 8 gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0); 9 texCoord = inTexCoord; 10 }