form.vert 293 B

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  1. // Attributes
  2. attribute vec3 a_position;
  3. attribute vec2 a_texCoord;
  4. // Uniforms
  5. uniform mat4 u_worldViewProjectionMatrix;
  6. // Varyings
  7. varying vec2 v_texCoord;
  8. void main()
  9. {
  10. gl_Position = u_worldViewProjectionMatrix * vec4(a_position, 1);
  11. v_texCoord = a_texCoord;
  12. }