1 uniform mat4 u_projViewTrans; 2 uniform mat4 u_worldTrans; 3 4 attribute vec3 a_position; 5 6 varying vec4 v_position; 7 8 void main() { 9 v_position = vec4(a_position, 1.0); 10 gl_Position = u_projViewTrans * u_worldTrans * v_position; 11 }