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 }