// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vTexcoord = in_TextureCoord; }