// Passthrough vertex shader. attribute vec4 in_Position; attribute vec2 in_TextureCoord; attribute vec4 in_Colour; varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * in_Position; v_vTexcoord = in_TextureCoord; v_vColour = in_Colour; }