#version 100 // shared data // our projection and translation matrices uniform mat4 proj_matrix, mv_matrix; // attributes attribute vec3 vp; attribute vec2 uv; attribute vec3 normal; // out varying vec2 frag_uv; void main() { vec4 eye = mv_matrix * vec4(vp, 1.0); gl_Position = proj_matrix * eye; frag_uv = uv; }