attribute vec4 in_Position; attribute vec2 in_TextureCoord; varying vec4 v_vColour; uniform sampler2D u_texTest; void main() { gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * in_Position; v_vColour = texture2DLod(u_texTest, in_TextureCoord, 0.0); }