uniform mat4 g_ModelViewProjectionMatrix; attribute vec3 a_Position; attribute vec2 a_TexCoord; varying vec2 v_TexCoord; varying vec3 v_Position; void main() { gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix); v_Position = a_Position; v_TexCoord = a_TexCoord; }