/* Attributes */ attribute vec3 inVertexPosition; attribute vec3 inVertexNormal; attribute vec4 inVertexColor; attribute vec2 inTexCoord0; //attribute vec2 inTexCoord1; /* Uniforms */ uniform mat4 uMvpMatrix; uniform vec2 uTextureTrans0; //uniform mat4 uTextureMatrix1; /* Varyings */ varying vec2 varTexCoord0; //varying vec2 varTexCoord1; varying vec4 varVertexColor; varying float varEyeDist; void main(void) { gl_Position = uMvpMatrix * vec4(inVertexPosition,1.0); varTexCoord0 = inTexCoord0 + uTextureTrans0; //vec4 TexCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 0.0, 0.0); //varTexCoord1 = vec4(uTextureMatrix1 * TexCoord1).xy; varVertexColor = inVertexColor.zyxw; }