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      1 uniform mat4 g_WorldViewProjectionMatrix;
      2 
      3 attribute vec4 inPosition;
      4 attribute vec2 inTexCoord;
      5 
      6 varying vec2 texCoord;
      7 
      8 void main() {
      9     vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
     10     gl_Position = vec4(pos, 0.0, 1.0);
     11 
     12     texCoord = inTexCoord;    
     13 }