1uniform mat4 u_projViewTrans; 2uniform mat4 u_worldTrans; 3 4attribute vec3 a_position; 5 6varying vec4 v_position; 7 8void main() { 9 v_position = vec4(a_position, 1.0); 10 gl_Position = u_projViewTrans * u_worldTrans * v_position; 11}