1uniform mat4 uMVPMatrix; 2uniform mat4 uTexMatrix; 3attribute vec4 aPosition; 4attribute vec4 aTextureCoord; 5varying vec2 vTextureCoord; 6 7/** 8* This vertex shader maps the projection matrix to the 9* position of the frame and then forwards 10* the coordinates of the texture to a vertex shader 11*/ 12void main() { 13 gl_Position = uMVPMatrix * aPosition; 14 vTextureCoord = (uTexMatrix * aTextureCoord).xy; 15} 16