uniform mat4 g_ModelMatrix; uniform mat4 g_ModelViewProjectionMatrix; attribute vec3 a_Position; attribute vec2 a_TexCoord; varying vec3 v_TexCoord; void main() { gl_Position = mul(vec4(a_Position.xy, 0.0, 1.0), g_ModelViewProjectionMatrix); v_TexCoord.xy = a_TexCoord; v_TexCoord.z = a_Position.z; }