1attribute highp vec3 inVertex; 2attribute mediump vec2 inTexCoord; 3 4uniform highp mat4 MVPMatrix; 5uniform float fUOffset; 6 7varying mediump vec2 TexCoord; 8 9void main() 10{ 11 gl_Position = MVPMatrix * vec4(inVertex, 1.0); 12 13 // Pass through texcoords 14 TexCoord = inTexCoord; 15 TexCoord.x += fUOffset; 16} 17