attribute vec3 a_position; attribute vec3 a_normal; attribute vec2 a_texCoord0; uniform mat4 u_worldTrans; uniform mat4 u_projViewTrans; varying vec2 v_texCoord0; void main() { v_texCoord0 = a_texCoord0; gl_Position = u_projViewTrans * u_worldTrans * vec4(a_position, 1.0); }