uniform mat4 g_ModelViewProjectionMatrix; #if SPRITESHEET uniform vec4 g_Texture0Rotation; uniform vec2 g_Texture0Translation; #endif attribute vec3 a_Position; attribute vec2 a_TexCoord; varying vec2 v_TexCoord; void main() { #ifdef TRANSFORM gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix); #else gl_Position = vec4(a_Position, 1.0); #endif #if SPRITESHEET v_TexCoord.xy = g_Texture0Translation + a_TexCoord.x * g_Texture0Rotation.xy + a_TexCoord.y * g_Texture0Rotation.zw; #else v_TexCoord.xy = a_TexCoord; #endif }