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