1 uniform mat4 g_WorldViewProjectionMatrix;
2
3 attribute vec4 inPosition;
4 attribute vec4 inColor;
5 attribute vec4 inIndex;
6
7 varying vec4 color;
8
9 void main() {
10 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
11 gl_Position = vec4(pos, 0.0, 1.0);
12
13 color = inIndex;
14 }