#version 300 es precision highp float; layout(location = 0) in vec2 aPosition; layout(location = 1) in vec2 aTexCoord; layout(location = 2) in vec4 aColor; uniform mat4 uViewProjection; out vec2 vTexCoord; out vec4 vColor; void main() { gl_Position = uViewProjection * vec4(aPosition, 0.0, 1.0); vTexCoord = aTexCoord; vColor = aColor; }