#ifdef GL_ES precision mediump float; #endif attribute vec4 a_position; attribute vec2 a_texcoord0; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; varying vec2 v_texCoord; void main() { v_texCoord = a_texcoord0; gl_Position = u_projectionMatrix * u_modelViewMatrix * a_position; }