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