1 uniform mat4 g_WorldViewProjectionMatrix; 2 3 attribute vec2 inTexCoord; 4 attribute vec3 inPosition; 5 6 varying vec2 texCoord; 7 8 void main(){ 9 gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition,1.0); 10 texCoord=inTexCoord; 11 }