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      1 attribute highp   vec3 inVertex;
      2 attribute mediump vec2 inTexCoord;
      3 
      4 uniform highp   mat4 MVPMatrix;
      5 uniform float	fUOffset;
      6 
      7 varying mediump vec2  TexCoord;
      8 
      9 void main()
     10 {
     11 	gl_Position = MVPMatrix * vec4(inVertex, 1.0);
     12 
     13 	// Pass through texcoords
     14 	TexCoord = inTexCoord;
     15 	TexCoord.x += fUOffset;
     16 }
     17