uniform mat4 g_WorldViewProjectionMatrix; attribute vec3 inPosition; #if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD)) #define NEED_TEXCOORD1 #endif #ifdef NEED_TEXCOORD1 attribute vec3 inTexCoord; varying vec3 texCoord1; #endif #ifdef SEPARATE_TEXCOORD attribute vec3 inTexCoord2; varying vec3 texCoord2; #endif #ifdef HAS_VERTEXCOLOR attribute vec4 inColor; varying vec4 vertColor; #endif void main(){ #ifdef NEED_TEXCOORD1 texCoord1 = inTexCoord; #endif #ifdef SEPARATE_TEXCOORD texCoord2 = inTexCoord2; #endif #ifdef HAS_VERTEXCOLOR vertColor = inColor; #endif gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0); }