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