attribute vec3 in_Position; // (x, y, z) attribute vec4 in_Colour; // (r, g, b, a) attribute vec2 in_TextureCoord; // (u, v) varying vec2 v_vTexcoord; varying vec4 v_vColour; 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_vColour = in_Colour; v_vTexcoord = in_TextureCoord; }