uniform mat4 g_WorldViewProjectionMatrix; attribute vec4 inPosition; attribute vec4 inColor; attribute vec2 inTexCoord; varying vec2 texCoord; varying vec4 color; void main() { vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy; gl_Position = vec4(pos, 0.0, 1.0); texCoord = inTexCoord; color = inColor; }