20 lines
453 B
GLSL

attribute vec2 positionAttribute;
attribute vec4 colorAttribute;
attribute vec2 texCoordAttribute;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 textureMatrix;
varying vec4 texCoord;
varying vec4 frontColor;
void main()
{
// Transform the vertex position
gl_Position = modelViewProjectionMatrix * vec4(positionAttribute, 0.0, 1.0);
frontColor = colorAttribute;
texCoord = textureMatrix * vec4(texCoordAttribute, 0.0, 1.0);
}