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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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uniform float offset;
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varying vec2 v_texture_coord;
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uniform mat4 u_MVPMatrix;
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void main(void)
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{
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gl_Position = u_MVPMatrix * a_position;
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v_texture_coord = a_texCoord;
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v_texture_coord.y = (1.0 - v_texture_coord.y);
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}
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