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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