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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