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attribute vec3 position;
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attribute vec2 texcoord;
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uniform mat4 ModelViewProjectionMatrix;
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varying vec2 TextureCoord;
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TextureCoord = texcoord;
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// Transform the position to clip coordinates
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gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
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attribute vec3 position;
2
attribute vec2 texcoord;
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uniform mat4 ModelViewProjectionMatrix;
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varying vec2 TextureCoord;
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TextureCoord = texcoord;
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// Transform the position to clip coordinates
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gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);