#ifdef GL_ES attribute vec3 inVertex; attribute vec2 inTexCoord0; varying vec2 vTexCoord; #else in vec2 inVertex; in vec2 inTexCoord0; out vec2 vTexCoord; #endif uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; uniform vec2 textureOffset; void main() { vTexCoord = textureOffset + inTexCoord0; gl_Position = projectionMatrix * modelViewMatrix * vec4(inVertex, 0.0, 1.0); }